Jarrick
2010-10-22, 07:16 PM
Ok, so ChumpLump and I have been talking and decided that we need to collaborate and come up with a series of races in a similar vein as my Paleborn (http://www.giantitp.com/forums/showthread.php?t=172027).
The common thread these races share is an intrinsic connection to negative energy that has left them partially undead for one reason or another. This condition is represented by the subtype listed below and is followed by the first sample race: The Ghoulborn, a companion race for my Paleborn. More races to come as I make them.
Deadborn Subtype
Creatures with the deadborn subtype detect as Undead in addition to their normal type when subject to divination spells and effects, though they retain their original type.
Deadborn are treated as intelligent Undead creatures for the sake of spells and effects that specifically target or effect Undead. Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to the Deadborn. Likewise, deadborn take only half damage from spells and effects that utilize negative energy to deal damage.
+2 bonus on Saves Vs. Mind-Effecting effects, Poison, Sleep, Paralysis, Stunning, Disease, and Death Effects.
Dark Vision 60 ft.
If the Deadborn is in the area of a turn or rebuke attempt and would be effected if it were an undead creature of its HD, it is instead Dazed for one round. A Deadborn effected in this way does not count against HD affected for the purposes of the Cleric’s turn or rebuke attempt. While within the area of a Desecrate spell or effect, the Deadborn gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. Likewise when it is within the area of a Consecrate spell it takes a -1 penalty to attack rolls, damage rolls, and saving throws.
Ghoulborn (Ghoul)
In places where negative energy is present, it has been known to alter children in the womb, transforming them into semi-undead abominations known as Deadborn. One such Deadborn abomination is the Ghoulborn; a voracius and mad hunter, born with ghoul-like traits that craves the flesh of the living.
Racial Traits:
Medium Humanoid (Ghoulborn, Deadborn)
+2 Str, -2 Wis, -2 Cha. Ghoulborn are unnaturally strong, though they may not look it. Even the most level-headed of them are crude and a little unhinged, however.
30ft. Base land speed.
+2 Racial bonus on Hide, Move silently, Intimidate, and Survival checks. Ghoulborn prefer to attack their foes from hiding. Those that arent slain at birth are often eventually abandoned or left to fend for themselves, as their unnatural appearance and ghoulish appetite is disturbing to most.
Ghoul Metabolism (Ex): A Ghoulborn hungers for the flesh of the living. Whenever a Ghoulborn consumes the flesh of an intelligent living creature or a once-living intelligent creature that has been dead for no more than one round per the Ghoulborn’s HD, the Ghoulborn heals hit point and ability damage as if he had rested for 8 hours. This effect also improves a Ghoulborn’s Fatigued or Exhausted condition, if it has one, by one step (From exhausted to fatigued, or from fatigued to normal). A Ghoulborn can benefit from feeding in this way no more than once per day. This effect offers none of the other benefits associated with sleep, such as regaining spell slots.
Bite (Ex): A Ghoulborn has a natural weapon in the form of a Bite attack that deals 1d6 points of damage. If fighting without a weapon, a Ghoulborn uses his bite as a primary attack, adding 1–1/2 times his Strength bonus to damage. If armed with a weapon, he can use his bite or weapon, as he chooses. When making a full attack, a Ghoulborn normally uses the weapon as his primary attack along with the bite as a natural secondary attack (at –5 attack). If the Ghoulborn gets extra attacks by virtue of a base attack bonus of +6 or higher, he gets them only with his primary attack.
Languages: Common
Bonus languages: Any
Favored class: Any
Shriekborn (Banshee)
Banshees are spirits of strong-willed, selfish individuals. Most banshees delight in causing death to any living creatures they encounter out of rage over the loss of their own lives. Some banshees, however are more subtle and sinister, preferring to curse the bloodlines of those who have wronged them. The resultant children are known as Shriekborn, living reminders of the banshee’s vengeance.
Shriekborn bring ruin and dread to any household harboring one, but their unusual powers and vengeful, mercurial natures inspire enough fear within their own households that they are seldom chastised, growing into spoiled and hate-filled adults. Most Shriekborn end up slaying their own parents in fits of rage before striking out on their own.
Racial traits:
Medium Humanoid (Deadborn)
+2 Cha, -2 Con. Shriekborn are forward and direct. They are also spoiled and often neglect their physical bodies.
30ft Base land speed
Wail (Su): A Shriekborn can release a powerful wail once per day as a standard action. All creatures (except the Shriekborn) within 10ft of the Shriekborn take 1d8 points of sonic damage and must succeed on a fortitude save to avoid being Stunned for one round. The save DC is equal to 10 + ½ the Shriekborn’s HD + the Shriekborn’s Charisma modifier. Upon attaining 5th level (or HD), the Shriekborn gains an additional daily use of this ability, plus one additional daily use for every 5 levels beyond 5th.
Detect Living (Sp): This ability functions like the commune with nature spell, except that it detects only living creatures and the range is one-half mile. The Shriekborn can use detect living once per week.
Stunt Plants (Su): Once per month, a Shriekborn can stunt all normal plants within a one-half mile radius. This ability otherwise functions like the stunt version of a diminish plants spell (caster level equals the Shriekborn‘s HD).
Languages: Common
Bonus languages: Any
Favored class: Any
Deadstock (Deathbringer)
Long ago, during the time of a great war, powerful necromancers were called upon to field soldiers raised from a powerful nation's dead. After many victories in which the new undead soldiers proved more valuable than the rival nation's living soldiers, the necromancers of the kingdom were given the freedom to conduct horrid experiments on the living in order to better prepare their bodies for unliving service in the royal army. Their experiments became known as Deadstock, for they were raised like cattle to be slaughtered.
The most powerful of these human experiments were those bred to become the all-powerful Deathbringers. They were bred and modified to be large and take easily to animation, and showed signs of what they were to become before they were even fully grown.
Before long, like all decadent kingdoms, the king was overthrown by the rebellious populace, and the Deadstock freed. To this day, some of their descendants may give birth to children carrying the magically-enhanced genes of their forebears. Though the original name for their kind is long forgotten, they are now known simply by their common name.
Racial Traits:
Medium Humanoid (Deadborn)
+2 Str, +2 Con, -2 Dex, -2 Cha. Deadstock are strong and tough, but their bulk makes them clumsy and they arent big on conversation.
30ft Base land speed.
Powerful Build (Ex):The physical stature of Deadstock lets them function in many ways as if they were one size category larger.
Whenever a Deadstock is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Deadstock is treated as one size larger if doing so is advantageous to him.
A Deadstock is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Deadstock can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Inflict Light Wounds (Sp): A Deadstock can use Inflict light wounds as a spell-like ability three times per day. Caster level equals the Deadstock's hit dice. The save DC is Charisma-based.
Trample (Ex): As a full-round action, a deadstock can trample opponents at least one size category smaller than itself (Medium or smaller, thanks to Powerful Build). This attack deals 2d4 points of bludgeoning damage plus 1-1/2 the deadstock's strength modifier. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 10 + 1/2 the Deadstock's HD + the deadstock's Str modifier) for half damage. See the Trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) special ability for more information on trample attacks.
Easily Animated: A Deadstock's body takes easily to animation. Raising a deadstock as an undead creature requires only half the usual material components.
Languages: Common
Bonus languages: Any
Favored class: Barbarian
Level Adjustment: +1
Jahira (Jahi)
The mysterious Jahi are undead born of unfulfilled desires. They most often fulfill their desires by dominating hosts and commanding them into acts of decadence and hedonistic excess, and feeding off their positive emotions. For some Jahi, however, this is not nearly enough. These Jahi wish for a more personal experience. When a child is concieved as a result of a Jahi's compulsions, it sometimes takes the opportunity to enter the world of the living, subsuming and fusing with the child's soul in the process. Though their memories are lost in the process, their desire for pleasure lives on. Sages know these creatures as Jahira. But to the common folk, they are merely rakes, courtesans, and decadents, living for their own pleasure.
Racial Traits
Medium Humanoid (Deadborn)
30ft Base land speed
+2 Cha, -2 Str. Jahira are influential and charming. They never do for themselves what they can convince others to do for them.
+2 Racial bonus on Appraise, Bluff, Diplomacy, and Sense motive checks. Jahira are skilled at getting what they want. And what they want is only the best.
Add +1 to the Difficulty Class for all saving throws against Charm spells and spell-like abilities cast by Jahira. This adjustment stacks with those from similar effects.
Child of Desire (Su): A Jahira can use Charm Person as a spell-like ability once per day. Caster level equals the Jahira's HD. The Save DC is Charisma-based. At any time during the effect's duration, the Jahira may end the effect in order to produce one of the following effects:
-Implant a Suggestion as the spell (Will negates, save DC = 12 + the Jahira's Cha modifier).
-Learn the target's greatest desire (No save)
-Deal 1d4 points of Charisma damage to the target (Fort negates, DC = 10 + 1/2 the Jahira's level + the Jahira's Cha modifier)
When the effect ends (Regardless how it ends), the target is unaware that anything out of the ordinary has transpired.
Languages: Common
Bonus languages: Any
Favored class: Beguiler
Spewspawn (Plaguespewer)
Plaguespewers bring a horrid disease wherever they go that none may survive without divine aid. Sometimes, when a humanoid afflicted with this plague is brought back from the brink of death, she returns fundamentally altered; robbed of who she once was and cursed with an unholy resemblance to the creature that created her. Such beings are usually driven out of their communities, left to wander the world in search of a place to belong.
The truth, in fact, is a sinister thing indeed. The clerics involved in such cases are almost always servants of the same dark deity of plague and disease that brought the Plague Spewers into being in the first place, masquerading as clerics of more benign faiths and following their unholy harbinger of disease from town to town. Spewspawn loosed into the world often find acceptance among that dark deity's fold, and their numbers are swiftly growing...
Racial Traits
Medium Humanoid (Deadborn)
30ft Base land speed
-2 penalty on all charisma-based skill checks, excluding Use Magic Device. Spewspawn are wretched to behold and their penchant for disease makes them universally reviled.
Vomit Rat Swarm (Su): As a full-round action, a spewspawn can spew forth a rat swarm (see Monster Manual page 239). The swarm appears in a square adjacent to the spewspawn and follows her mental commands for up to 2 rounds plus 1 round per the spewspawn's HD before dispersing. This ability may be used once per day.
Disease carrier (Ex): a spewspawn suffers no effects of mundane diseases, except for purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on. The spewspawn becomes a carrier of every disease he encounters, though he remains immune to most of their effects. Diseases contracted by the spewspawn run their course and are eliminated through successful fortitude saves as normal. This affinity comes with a cost, however. The spewspawn takes 1d6 points of damage per caster level if someone casts a cure disease spell or effect on him (though he can make a Fortitude save to try to resist the effect).
Languages: Common
Bonus languages: Any
Favored class: Rogue
Bleaktouched (Bleakborn)
Death by cold is a curious thing. Sometimes those who have seemingly died from extreme hypothermia can be brought back long after victims of other deaths would have been brain dead. In the case of near-death at the hands of a bleakborn, the victim is sometimes tainted; partway transformed into an undead creature with a need for heat and remembering nothing of their former lives. These creatures are doomed to never truly know warmth again, and are haunted by fleeting memories of their former lives, but at least they have their lives... mostly.
Racial Traits
Medium Humanoid (Deadborn)
+2 Str, -2 Dex. Bleaktouched are unnaturally strengthened by their transformation. Their bodies are partially numbed by their perpetual cold, however.
Cold to the touch (Su): The touch of a bleaktouched deals 1 point of cold damage. Each 3 points of cold damage dealt to a living creature within one minute heals a bleaktouched of 1 point of damage. If this amount of healing would cause a bleaktouched to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. Anyone who hits a bleaktouched with a natural attack or unarmed strike or otherwise makes physical contact (Such as during a grapple) also takes 1 point of cold damage. This cold damage is transferred to metallic weapons wielded by the bleaktouched, though it gains no healing from this cold damage.
Fire Lover (Su): A magical fire attack heals a bleaktouched of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause bleaktouched to exceed its full normal hit point total, the fire attack is instead simply negated. For example, a bleakborn hit by a fireball that would normally deal 18 points of damage instead gains 6 hit points. A bleaktouched makes no saving throws against fire effects. A bleakborn takes 50% more damage from cold spells and effects than it otherwise would have, though it is allowed a save as normal.
Numb (Su): A Bleaktouched's cold nature makes it less susceptible to pain. Bleaktouched recieve a +4 bonus to saving throws made to resist pain effects. In addition, a Bleaktouched can remain conscious between -1 and -5 hit points, though it is still treated as staggered.
Languages: Common
Bonus languages: Any
Favored class: Fighter
Cystic (Skulking cyst)
Skulking cysts are among the mose gruesome of all undead. The tumorous sacs they leave behind in their victims are usually a death sentence for anyone unfortunate enough to be afflicted by one. Sometimes, however, in the case of particularly young or unborn children, this cyst grows with the child, forging an unholy symbiosis. Such beings are one with their cysts, drawing profane and macabre power from one another.
Racial traits
Medium Humanoid (Deadborn)
+2 Con, -2 Int. Cystics are tough, but also savage and uncivilized.
30ft base land speed. 20ft Climb speed. A Cystic's climb speed grants it a +8 racial bonus on Climb checks. It may always choose to take 10 on climb checks, even when stressed or distracted.
+2 Racial bonus on Hide and Move Silently checks. Cystics like to hide in the dark places of the world to ambush their prey.
-2 racial penalty to all Charisma-based skill checks except Use Magic Device. Cystics are grotesque to behold.
Intestine Loop (Ex): A Cystic has a natural attack in the form of a tentacle-like Intestine that it coughs up to deal 1d4 blugeoning damage. Coughing up the intestine to make attacks with it requires a move action, as does swallowing it again. While its intestine is out, the Cystic cannot speak or use spells with verbal components. It may still injest potions and such through the end of its intestine.
Attach (Ex): A cystic that hits with an intestine latches onto its opponent's body, enabling it to drain blood. While attached, the cystic loses its Dex bonus to AC, and may not move more than 5ft from the attached target, but may otherwise act normally. A creature attempting to move away or remove the attached intestine must succeed on an opposed Strength check as a standard action to do so. Failure indicates that the movement or separation fails.
Blood Drain (Ex): A cystic drains blood, dealing 1d4 points of damage each round it remains attached at the beginning of its turn. For every point of damage drained, the cystic heals the same amount of damage if it has suffered any. [/I])
Spell-like abilities (Sp): A Cystic may use Darkness and Necrotic cyst each once per day as spell-like abilities. Caster level equals the Cystic's HD. The Save DCs are Charisma-based.
Mother Cyst: A Cystic gains Mother Cyst as a bonus feat at first level.
Languages: Common
Bonus languages: Any
Favored class: Rogue
Neglected (Slaymate)
Mister Jim and I have been best friends for a long time. He died once, but I made him better!^_^
-Said with a cheery face by the little girl sitting on the shoulder of what was once a half-orc barbarian.
Slaymates come to being when a guardian's betrayal or negligence leads to a dependant's death.These creatures return from the grave to haunt their betrayers, often by simply watching them from a distance to remind them of what they've done. In more than one instance, a slaymate's presence has caused the madness of the betrayer, who, out of desire to forget what has been done, will chase down and destroy the slaymate. A slaymate's vengeance sometimes doesnt even end there. Sometimes, with the last flickering of their unholy sorrow, they curse the bloodlines of their betrayers. From that point on, the firstborn children of the betrayer's lineage are born with an eerie resemblance to the slaymate, with sleight forms, dark, sunken eyes, and a sorrowful demeaner; a constant reminder of what has been done. Such offspring inspire madness and ruin in their housholds, and are often abandoned to find their own way in the world, though their condition is no fault of their own.
Racial Traits:
Medium Humanoid (Deadborn)
+2 Dex, -2 Con, -2 Str. Neglected are sleight and weak, and are often sickly, but their slender forms are quick and thier motions graceful.
30ft Base land speed.
-2 racial penalty to all Charisma-based skill checks except Use Magic Device. Neglected are quiet and withdrawn.
Slight Build (Ex): The physical stature of Neglected lets them function in many ways as if they were one size category smaller.
Whenever a Neglected is subject to a size modifier or special size modifier for an opposed check, the Neglected is treated as one size smaller if doing so is advantageous to him. A neglected is also considered to be one size smaller when "squeezing" through a restrictive space.
A Neglected can use weapons and armor designed for a creature one size smaller without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Attachment (Ex): Neglected have a habit of becoming emotionally attached to those they associate with. A Neglected can designate a creature to be an "Attachment" by spending one hour with the creature. The creature need not be willing, or even living. A Neglected can have a number of attachments equal to its charisma modifier. While within 5 feet of an attached creature, the Neglected gains a +1 morale bonus on all saving throws. At 5th level, this bonus improves to +2 and the Neglected now grants this benefit to the attached creature(s) as well, but the attached creature's bonus is a profane bonus. At 10th level, this bonus improves to +3, and further improves by one point every five levels after 10th. A Neglected whose attachment is slain instead takes a morale penalty to saves equal to the bonus it would otherwise have had for 1d4 days after the ally's death. An attachment revived as an undead creature (even a mindless one) can still grant and recieve its attachment benefits as normal.
Pale Aptitude (Su): A Neglected that uses a metamagic feat on a spell from the school of necromancy can prepare or use the spell as if it took up a spell slot one level lower than what the metamagic necromancy spell would normally require. This ability does not stack with similar abilities that lower effective spell levels for the purpose of metamagic.
Languages: Common
Bonus languages: Any
Favored class: Dread Necromancer
Griever (Wheep)
Expecting mothers afflicted by a Wheep's poisonous tears sometimes give birth to children bearing the mark of those horrid creatures. These children are born blind, yet oddly aware of their surroundings and continually drip black poisoned tears from their empty eyes. Often, the mother succumbs to the poison produced by the child, and the child is left alone as a result of its tainted nature. These children are far from helpless, however, possessing an unnatural strength and a connection to the forces of unlife. They usually grow up living brutal lives, fighting to survive. As adults, they often hire themselves out as bodyguards or mercenaries, using their unholy strength and keep awareness to their advantage. When you hear a wail in the dead of night, chances are its griever doing its job.
Racial Traits:
Medium Humanoid (Deadborn)
+4 Str, -2 Int, +2 Wis, -2 Cha. Grievers are amazingly strong for their size. They are keenly aware of their surroundings despite being blind, but aren't big on thinking things through logically, preferring instead to act instinctually, and their blindsense makes book study impossible. Their appearance and gruff demeaner is disturbing to most and they arent big on conversation.
Blind (Ex): Grievers are born naturally blind. They are thus immune to gaze attacks, visual effects, illusions and other attack forms that rely on sight.
+10 racial bonus on listen checks. Grievers have keen hearing.
Blind fight: Grievers gain Blind Fight as a bonus feat at first level.
Blindsense (Ex): A Griever of at least 5 HD gains Blindsense out to 40ft.
Blindsight (Ex): A Griever of at least 10 HD can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, it treats all targets as totally concealed (see Concealment in the Player’s Handbook). Grievers are susceptible to sound- and scent-based attacks, and they are affected normally by loud noises, sonic spells (such as ghost sound or silence), and overpowering odors (such as stinking cloud or incense-heavy air). Negating a Griever’s sense of smell or hearing negates his blindsight, but he functions as though he had the Blind-Fight feat. If both smell and hearing are negated, the Griever is effectively blinded.
Poison Tears (Ex): Poisonous black tears continually weep from the griever's empty eyes. These tears act as an injury poison that the Griever may apply to a wielded weapon as a move action. The initial and secondary damage is 1d4 Con. The save DC for this poison is equal to 10 + 1/2 the Griever's HD + the griever's Con modifier. A griever can produce enough poison for three applications per day.
Weeping Moan (Su): As a standard action, a number of times per day equal to the Griever's Charisma modifier, a Griever may channel its heritage to release a horrible wailing moan. All who hear the Griever's awful, grave-born sorrow must make a will save (DC 10 + 1/2 HD + Cha Modifier) or be shaken for the duration of the encounter. Once a particular creature saves against a Griever's moan, that creature cannot be affected again by the same Griever for 24 hours. This is a sonic effect.
Languages: Common
Bonus languages: Any
Favored class: Fighter
Level Adjustment: +1 (+2 ?)
Atrophic (Atropal/Atropal Scion)
Atropals and Atropal Scions possess a fierce hatred of the living that stems from a fiercer desire to live. Occaionally, whether through the destruction of an atropal scion or, occaisionally, though a frament of power cast off subconsciously by an atropal adrift in the astral plane, a child being born is imbued with the atropal's essence and a desire to live life to the fullest.
Racial traits:
Medium Humanoid (Deadborn)
-2 Con, +2 Wis, +2 Cha. Despite being somewhat weak of frame, atrophics possess a zeal for life that few can match. They are also strangely aware and strong-willed.
+2 Racial bonus on Climb, Jump, and Swim checks. Atrophics are athletic despite being physically frail.
Negative energy aura (Su): At its option, an atrophic is surrounded by a 30ft aura of negative energy that burdens living creatures around them. Living creatures within the aura are treated as Fatigued. Activating or deactivating the aura is a free action. Fatigue caused by this effect does not stack with fatigue from other sources.
Speak with dead (Sp): Once per day, an atrophic can use Speak with Dead as a spell-like ability. Caster level is equal to the Atrophic's HD. The Save DC is charisma-based.
Zeal for life (Ex): An atrophic's will to live grants it a +1 bonus to all saving throws.
Languages: Common
Bonus languages: Any
Favored class: Favored soul. The atrophics' divine origin often lends them a nugget of divine power that they can draw upon with practice.
Defiled (Blaspheme)
The same ancient, twisted experiments that produced the deadstock also produced other foul breeds of demi-undead humanoids. One of the most vile and cursed of these became known as the Defiled, for they were bred to be dismembered and restitched into the dreaded Blasphemes. Cursed by ancient gods of death and evil, the defiled passed on their unholy legacy to their offspring, and signs of their cursed lineage can still be found today, their blackened, vile teeth a reminder of a forgotten history.
Racial traits:
Medium Humanoid (Deadborn)
+2 Str, -2 Int. Defiled are strong, but not particularly bright.
+2 Racial bonus on Listen and Spot checks. Defiled were bred to be guardians and so are highly observant.
Bite (Ex): A Defiled has a primary natural weapon in the form of a bite attack that deals 1d6 damage plus 1-1/2 times the Defiled's Strength modifier. Targets struck by this bite attack are subject to the defiled's vile contact ability (See below).
Vile Contact (Su): A target struck by a defiled's bite attack takes 1 point of Vile damage in addition to the bite's normal damage.
Erratic Charge (Ex): When a defiled charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A defiled must have line of sight to a targeted opponent at the start of its turn.
Sleepless (Ex): A defiled never needs to sleep and is immune to magical sleep effects. They must still rest 8 hours to prepare spells as normal.
Blessing of the dark gods (Su): A defiled gains a +1 bonus to its caster level when casting spells with the [Evil] descriptor.
Languages: Common
Bonus languages: Any
Favored class: Fighter
Shaded (Nightshades)
The Nightshades are enigmatic undead creatures, formed of shadow and pure evil. So great is their power that occaisionally, in places tied to the plane of shadow, some of their dark essence seeps onto the material plane and taints children in the womb. These children are known as the Shaded, for the way shadows tend to cling to their dark skin. These children are quiet and generally keep to themselves, but they possess a keen understanding beyond their years.
Racial traits:
Medium Humanoid (Deadborn)
-2 Str, -2 Con, +2 Int, +2 Wis, +2 Cha. Shaded are knowing beyond their years, but their shadowy forms are frail and light. (Maybe? I dunno.)
40ft base land speed. Shaded move with remarkable haste.
+4 Racial bonus to hide checks made in areas of shadowy illumination or darker. Shaded blend with the shadows.
Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), shaded take a -1 penalty on all attack rolls, saving throws, and skill checks.
Desecrated Aura (Su): Shaded give off a mild aura of negative energy out to 20ft. Mindless undead within this aura gain a +1 profane bonus to Attacks, Damage, and Saves.
Spell-like abilities: A Shaded can use Darkness and Detect magic each once per day as spell-like abilities. Caster level is equal to the shaded's HD. Save DCs are Charisma based.
Evil Gaze (Su): Fear, 30 feet. A creature that meets the shaded’s gaze must succeed on a Will save (DC = 10 + 1/2 HD + Cha Modifier) or be shaken for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same shaded’s gaze for 24 hours. This is a mind affecting fear effect.
Devour magic (Su): A Shaded can gain nourishment by devouring the magic within a charged magic item. As a standard action, the shaded can expend a number of charges from a wand or staff to heal itself. The number of charges expended in this way may not exceed the shaded's HD. A shaded heals 1d4 points of damage for each charge expended in this way. Wands and staffs containing only 0-level spells provide only half this amount. Using this ability provokes attacks of opportunity.
Telepathy (Su): A Shaded can communicate telepathically with any creature within 30ft that has a language.
Languages: Common
Bonus languages: Any
Favored class: (Shadowcaster? Dread Necromancer? The most awesome thing, of course, would be Noctumancer, but that's a PrC.)
Level Adjustment: +1
Unsound (Allip)
Allips are the spirits of mortals driven to suicide. Often, they return to haunt those who who led them to their brutal end. An allip's madness is unpredicable, however, and may influence the form of their torment. In a moment of clarity inspired by the babbling wail of a target's infant offspring, the allip may taint and "adopt" the child, shaping the infant's form to resemble the form the allip had in life and driving it to madness. These insane progeny are meant to bring sorrow and woe to the target of the allp's vengeance and his family, a constant reminder of what was done, and to act as a voice for the allip that created it. These unsound offspring often end up working toward their own parent's suicide at the behest of the allip, only to be freed to go their way when the allip's vengeance comes to fruition. Unsound have a sympathetic connection to Allips. They have a crazed look in their dark, sunken eyes. They speak in lunatic tones and erratic sentances.
Racial Traits:
Medium Humanoid (Deadborn)
-2 Wis, +2 Cha. Unsound are mildly insane.
30 ft. Base land speed.
+4 Racial bonus on Decipher Script checks. Unsound have an uncanny knack for making sense out of gibberish.
-2 racial penalty to all Charisma-based skill checks made against all creatures except allips and abberations. An unsound's erratic speech and crazy demeaner make it difficult for most to relate to.
Allip Empathy (Ex): Unsound are immune to an allip's special attacks. Furthurmore, allips treat the unsound as one of their own. Their initial attitude toward the unsound is indifferent. Unsound can communicate with allips as though the two shared a common language. This "Language" is an incomprehensable babbling that only allips and unsound can understand.
Babble (Su): Unsound can mimic the hypnotic babble of their crazed allies as a free action. All sane creatures within 60 feet of the unsound must succeed on a Will save (DC 10 + 1/2 HD + Charisma modifier) or be fascinated for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same unsound’s babble for 24 hours.
Madness (Ex): Unsound use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. An Unsound targeted by a confusion or insanity effect instead gains a +1 bonus to attack and damage rolls for 1d4 rounds, as it is worked into a mad frenzy. An unsound cannot be restored to sanity by any means short of a miracle or wish spell. An unsound restored to sanity gains 2 points of Wisdom and loses 2 points of Charisma. Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Mad Insight (Ex): Crazy people tend to know crazy things, and the unsound are no exception. This ability functions like bardic knowledge and can be used a number of times per day equal to the unsound's charisma modifier to find out if the unsound knows anything about a given topic. If the Unsound fails the check by 5 or more, he instead gives false (Though relavent) and possibly misleading information as judged by the DM.
Languages: Common, Allip (unteachable)
Bonus languages: Any
Favored class: Dread Necromancer
Masque (Visage)
Visages are chaotic and unpredictable undead with the power to assume the identity of those they have slain in order to spread chaos and mayhem. Sometimes, in order to maintain a disguise or for reasons unknown, a disguised visage will mate with a humanoid. The offspring of such a pairing are free-spirited, flighty beings. Sages know these offspring as masques, for they are the mortal reflections of the visages. Masques are moody, often even angsty, but they also possess a flair for the dramatic. They are fond of wearing long, flowing clothing and often hide their faces behind masks. They possess their ancestor's light, quick frame, weighing half what one would expect based on their size.
Racial Traits:
Medium Humanoid (Deadborn)
-2 Str, +2 Dex, -2 Con, +2 Cha. Masques are not very dense and are physically weak, but they have strong personalities and move quickly and fluidly.
30 ft. base land speed.
+2 Racial bonus on Escape artist, Jump, and Move silently checks. Masques are light of frame and unusually limber.
+1 Racial bonus to Bluff, Disguise, and Perform (Acting) checks. Masques are natural pretenders and their acting skills are well-honed.
Spell-like abilities A Masque can use Charm person and Disguise self as spell-like abilities each once per day plus one additional time per day for every 5 HD. Caster level equals the masque's HD. The Save DCs are Cha-based.[/I]
Lucidity Control (Su): Once per day, a masque can create a major image, similar to the major image spell except that only one target, selected by the masque, can perceive the illusion. The target can attempt a will save as normal to disbelieve the illusion. The DC for the will save is 10 +1/2 the masque's HD + the Masque's Charisma modifier.
Positive immunity (Ex): Unlike normal deadborn, the masque is immune to positive energy spells effects. It is instead healed by negative energy, but such spells have only half the normal effect.
+1 caster level when using transmutation spells and effects that help the masque create a disguise. Effected spells include (but are not limited to) Disguise self, alter self, and polymorph.
Languages: Common
Bonus languages: Any
Favored class: Bard
Comments? Ideas? Suggestions? Requests?
Coming soon:
Banshee
Deathbringer
Jahi
Plaguespewer
Bleakborn
Skulking Cyst
Slaymate
Wheep
Atropal
Blaspheme
Nightshade
Allip
Visage
Famine Spirit
Effigy
Blood amniote
Vasuthant
The common thread these races share is an intrinsic connection to negative energy that has left them partially undead for one reason or another. This condition is represented by the subtype listed below and is followed by the first sample race: The Ghoulborn, a companion race for my Paleborn. More races to come as I make them.
Deadborn Subtype
Creatures with the deadborn subtype detect as Undead in addition to their normal type when subject to divination spells and effects, though they retain their original type.
Deadborn are treated as intelligent Undead creatures for the sake of spells and effects that specifically target or effect Undead. Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to the Deadborn. Likewise, deadborn take only half damage from spells and effects that utilize negative energy to deal damage.
+2 bonus on Saves Vs. Mind-Effecting effects, Poison, Sleep, Paralysis, Stunning, Disease, and Death Effects.
Dark Vision 60 ft.
If the Deadborn is in the area of a turn or rebuke attempt and would be effected if it were an undead creature of its HD, it is instead Dazed for one round. A Deadborn effected in this way does not count against HD affected for the purposes of the Cleric’s turn or rebuke attempt. While within the area of a Desecrate spell or effect, the Deadborn gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. Likewise when it is within the area of a Consecrate spell it takes a -1 penalty to attack rolls, damage rolls, and saving throws.
Ghoulborn (Ghoul)
In places where negative energy is present, it has been known to alter children in the womb, transforming them into semi-undead abominations known as Deadborn. One such Deadborn abomination is the Ghoulborn; a voracius and mad hunter, born with ghoul-like traits that craves the flesh of the living.
Racial Traits:
Medium Humanoid (Ghoulborn, Deadborn)
+2 Str, -2 Wis, -2 Cha. Ghoulborn are unnaturally strong, though they may not look it. Even the most level-headed of them are crude and a little unhinged, however.
30ft. Base land speed.
+2 Racial bonus on Hide, Move silently, Intimidate, and Survival checks. Ghoulborn prefer to attack their foes from hiding. Those that arent slain at birth are often eventually abandoned or left to fend for themselves, as their unnatural appearance and ghoulish appetite is disturbing to most.
Ghoul Metabolism (Ex): A Ghoulborn hungers for the flesh of the living. Whenever a Ghoulborn consumes the flesh of an intelligent living creature or a once-living intelligent creature that has been dead for no more than one round per the Ghoulborn’s HD, the Ghoulborn heals hit point and ability damage as if he had rested for 8 hours. This effect also improves a Ghoulborn’s Fatigued or Exhausted condition, if it has one, by one step (From exhausted to fatigued, or from fatigued to normal). A Ghoulborn can benefit from feeding in this way no more than once per day. This effect offers none of the other benefits associated with sleep, such as regaining spell slots.
Bite (Ex): A Ghoulborn has a natural weapon in the form of a Bite attack that deals 1d6 points of damage. If fighting without a weapon, a Ghoulborn uses his bite as a primary attack, adding 1–1/2 times his Strength bonus to damage. If armed with a weapon, he can use his bite or weapon, as he chooses. When making a full attack, a Ghoulborn normally uses the weapon as his primary attack along with the bite as a natural secondary attack (at –5 attack). If the Ghoulborn gets extra attacks by virtue of a base attack bonus of +6 or higher, he gets them only with his primary attack.
Languages: Common
Bonus languages: Any
Favored class: Any
Shriekborn (Banshee)
Banshees are spirits of strong-willed, selfish individuals. Most banshees delight in causing death to any living creatures they encounter out of rage over the loss of their own lives. Some banshees, however are more subtle and sinister, preferring to curse the bloodlines of those who have wronged them. The resultant children are known as Shriekborn, living reminders of the banshee’s vengeance.
Shriekborn bring ruin and dread to any household harboring one, but their unusual powers and vengeful, mercurial natures inspire enough fear within their own households that they are seldom chastised, growing into spoiled and hate-filled adults. Most Shriekborn end up slaying their own parents in fits of rage before striking out on their own.
Racial traits:
Medium Humanoid (Deadborn)
+2 Cha, -2 Con. Shriekborn are forward and direct. They are also spoiled and often neglect their physical bodies.
30ft Base land speed
Wail (Su): A Shriekborn can release a powerful wail once per day as a standard action. All creatures (except the Shriekborn) within 10ft of the Shriekborn take 1d8 points of sonic damage and must succeed on a fortitude save to avoid being Stunned for one round. The save DC is equal to 10 + ½ the Shriekborn’s HD + the Shriekborn’s Charisma modifier. Upon attaining 5th level (or HD), the Shriekborn gains an additional daily use of this ability, plus one additional daily use for every 5 levels beyond 5th.
Detect Living (Sp): This ability functions like the commune with nature spell, except that it detects only living creatures and the range is one-half mile. The Shriekborn can use detect living once per week.
Stunt Plants (Su): Once per month, a Shriekborn can stunt all normal plants within a one-half mile radius. This ability otherwise functions like the stunt version of a diminish plants spell (caster level equals the Shriekborn‘s HD).
Languages: Common
Bonus languages: Any
Favored class: Any
Deadstock (Deathbringer)
Long ago, during the time of a great war, powerful necromancers were called upon to field soldiers raised from a powerful nation's dead. After many victories in which the new undead soldiers proved more valuable than the rival nation's living soldiers, the necromancers of the kingdom were given the freedom to conduct horrid experiments on the living in order to better prepare their bodies for unliving service in the royal army. Their experiments became known as Deadstock, for they were raised like cattle to be slaughtered.
The most powerful of these human experiments were those bred to become the all-powerful Deathbringers. They were bred and modified to be large and take easily to animation, and showed signs of what they were to become before they were even fully grown.
Before long, like all decadent kingdoms, the king was overthrown by the rebellious populace, and the Deadstock freed. To this day, some of their descendants may give birth to children carrying the magically-enhanced genes of their forebears. Though the original name for their kind is long forgotten, they are now known simply by their common name.
Racial Traits:
Medium Humanoid (Deadborn)
+2 Str, +2 Con, -2 Dex, -2 Cha. Deadstock are strong and tough, but their bulk makes them clumsy and they arent big on conversation.
30ft Base land speed.
Powerful Build (Ex):The physical stature of Deadstock lets them function in many ways as if they were one size category larger.
Whenever a Deadstock is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Deadstock is treated as one size larger if doing so is advantageous to him.
A Deadstock is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Deadstock can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Inflict Light Wounds (Sp): A Deadstock can use Inflict light wounds as a spell-like ability three times per day. Caster level equals the Deadstock's hit dice. The save DC is Charisma-based.
Trample (Ex): As a full-round action, a deadstock can trample opponents at least one size category smaller than itself (Medium or smaller, thanks to Powerful Build). This attack deals 2d4 points of bludgeoning damage plus 1-1/2 the deadstock's strength modifier. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 10 + 1/2 the Deadstock's HD + the deadstock's Str modifier) for half damage. See the Trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) special ability for more information on trample attacks.
Easily Animated: A Deadstock's body takes easily to animation. Raising a deadstock as an undead creature requires only half the usual material components.
Languages: Common
Bonus languages: Any
Favored class: Barbarian
Level Adjustment: +1
Jahira (Jahi)
The mysterious Jahi are undead born of unfulfilled desires. They most often fulfill their desires by dominating hosts and commanding them into acts of decadence and hedonistic excess, and feeding off their positive emotions. For some Jahi, however, this is not nearly enough. These Jahi wish for a more personal experience. When a child is concieved as a result of a Jahi's compulsions, it sometimes takes the opportunity to enter the world of the living, subsuming and fusing with the child's soul in the process. Though their memories are lost in the process, their desire for pleasure lives on. Sages know these creatures as Jahira. But to the common folk, they are merely rakes, courtesans, and decadents, living for their own pleasure.
Racial Traits
Medium Humanoid (Deadborn)
30ft Base land speed
+2 Cha, -2 Str. Jahira are influential and charming. They never do for themselves what they can convince others to do for them.
+2 Racial bonus on Appraise, Bluff, Diplomacy, and Sense motive checks. Jahira are skilled at getting what they want. And what they want is only the best.
Add +1 to the Difficulty Class for all saving throws against Charm spells and spell-like abilities cast by Jahira. This adjustment stacks with those from similar effects.
Child of Desire (Su): A Jahira can use Charm Person as a spell-like ability once per day. Caster level equals the Jahira's HD. The Save DC is Charisma-based. At any time during the effect's duration, the Jahira may end the effect in order to produce one of the following effects:
-Implant a Suggestion as the spell (Will negates, save DC = 12 + the Jahira's Cha modifier).
-Learn the target's greatest desire (No save)
-Deal 1d4 points of Charisma damage to the target (Fort negates, DC = 10 + 1/2 the Jahira's level + the Jahira's Cha modifier)
When the effect ends (Regardless how it ends), the target is unaware that anything out of the ordinary has transpired.
Languages: Common
Bonus languages: Any
Favored class: Beguiler
Spewspawn (Plaguespewer)
Plaguespewers bring a horrid disease wherever they go that none may survive without divine aid. Sometimes, when a humanoid afflicted with this plague is brought back from the brink of death, she returns fundamentally altered; robbed of who she once was and cursed with an unholy resemblance to the creature that created her. Such beings are usually driven out of their communities, left to wander the world in search of a place to belong.
The truth, in fact, is a sinister thing indeed. The clerics involved in such cases are almost always servants of the same dark deity of plague and disease that brought the Plague Spewers into being in the first place, masquerading as clerics of more benign faiths and following their unholy harbinger of disease from town to town. Spewspawn loosed into the world often find acceptance among that dark deity's fold, and their numbers are swiftly growing...
Racial Traits
Medium Humanoid (Deadborn)
30ft Base land speed
-2 penalty on all charisma-based skill checks, excluding Use Magic Device. Spewspawn are wretched to behold and their penchant for disease makes them universally reviled.
Vomit Rat Swarm (Su): As a full-round action, a spewspawn can spew forth a rat swarm (see Monster Manual page 239). The swarm appears in a square adjacent to the spewspawn and follows her mental commands for up to 2 rounds plus 1 round per the spewspawn's HD before dispersing. This ability may be used once per day.
Disease carrier (Ex): a spewspawn suffers no effects of mundane diseases, except for purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell, and so on. The spewspawn becomes a carrier of every disease he encounters, though he remains immune to most of their effects. Diseases contracted by the spewspawn run their course and are eliminated through successful fortitude saves as normal. This affinity comes with a cost, however. The spewspawn takes 1d6 points of damage per caster level if someone casts a cure disease spell or effect on him (though he can make a Fortitude save to try to resist the effect).
Languages: Common
Bonus languages: Any
Favored class: Rogue
Bleaktouched (Bleakborn)
Death by cold is a curious thing. Sometimes those who have seemingly died from extreme hypothermia can be brought back long after victims of other deaths would have been brain dead. In the case of near-death at the hands of a bleakborn, the victim is sometimes tainted; partway transformed into an undead creature with a need for heat and remembering nothing of their former lives. These creatures are doomed to never truly know warmth again, and are haunted by fleeting memories of their former lives, but at least they have their lives... mostly.
Racial Traits
Medium Humanoid (Deadborn)
+2 Str, -2 Dex. Bleaktouched are unnaturally strengthened by their transformation. Their bodies are partially numbed by their perpetual cold, however.
Cold to the touch (Su): The touch of a bleaktouched deals 1 point of cold damage. Each 3 points of cold damage dealt to a living creature within one minute heals a bleaktouched of 1 point of damage. If this amount of healing would cause a bleaktouched to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. Anyone who hits a bleaktouched with a natural attack or unarmed strike or otherwise makes physical contact (Such as during a grapple) also takes 1 point of cold damage. This cold damage is transferred to metallic weapons wielded by the bleaktouched, though it gains no healing from this cold damage.
Fire Lover (Su): A magical fire attack heals a bleaktouched of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause bleaktouched to exceed its full normal hit point total, the fire attack is instead simply negated. For example, a bleakborn hit by a fireball that would normally deal 18 points of damage instead gains 6 hit points. A bleaktouched makes no saving throws against fire effects. A bleakborn takes 50% more damage from cold spells and effects than it otherwise would have, though it is allowed a save as normal.
Numb (Su): A Bleaktouched's cold nature makes it less susceptible to pain. Bleaktouched recieve a +4 bonus to saving throws made to resist pain effects. In addition, a Bleaktouched can remain conscious between -1 and -5 hit points, though it is still treated as staggered.
Languages: Common
Bonus languages: Any
Favored class: Fighter
Cystic (Skulking cyst)
Skulking cysts are among the mose gruesome of all undead. The tumorous sacs they leave behind in their victims are usually a death sentence for anyone unfortunate enough to be afflicted by one. Sometimes, however, in the case of particularly young or unborn children, this cyst grows with the child, forging an unholy symbiosis. Such beings are one with their cysts, drawing profane and macabre power from one another.
Racial traits
Medium Humanoid (Deadborn)
+2 Con, -2 Int. Cystics are tough, but also savage and uncivilized.
30ft base land speed. 20ft Climb speed. A Cystic's climb speed grants it a +8 racial bonus on Climb checks. It may always choose to take 10 on climb checks, even when stressed or distracted.
+2 Racial bonus on Hide and Move Silently checks. Cystics like to hide in the dark places of the world to ambush their prey.
-2 racial penalty to all Charisma-based skill checks except Use Magic Device. Cystics are grotesque to behold.
Intestine Loop (Ex): A Cystic has a natural attack in the form of a tentacle-like Intestine that it coughs up to deal 1d4 blugeoning damage. Coughing up the intestine to make attacks with it requires a move action, as does swallowing it again. While its intestine is out, the Cystic cannot speak or use spells with verbal components. It may still injest potions and such through the end of its intestine.
Attach (Ex): A cystic that hits with an intestine latches onto its opponent's body, enabling it to drain blood. While attached, the cystic loses its Dex bonus to AC, and may not move more than 5ft from the attached target, but may otherwise act normally. A creature attempting to move away or remove the attached intestine must succeed on an opposed Strength check as a standard action to do so. Failure indicates that the movement or separation fails.
Blood Drain (Ex): A cystic drains blood, dealing 1d4 points of damage each round it remains attached at the beginning of its turn. For every point of damage drained, the cystic heals the same amount of damage if it has suffered any. [/I])
Spell-like abilities (Sp): A Cystic may use Darkness and Necrotic cyst each once per day as spell-like abilities. Caster level equals the Cystic's HD. The Save DCs are Charisma-based.
Mother Cyst: A Cystic gains Mother Cyst as a bonus feat at first level.
Languages: Common
Bonus languages: Any
Favored class: Rogue
Neglected (Slaymate)
Mister Jim and I have been best friends for a long time. He died once, but I made him better!^_^
-Said with a cheery face by the little girl sitting on the shoulder of what was once a half-orc barbarian.
Slaymates come to being when a guardian's betrayal or negligence leads to a dependant's death.These creatures return from the grave to haunt their betrayers, often by simply watching them from a distance to remind them of what they've done. In more than one instance, a slaymate's presence has caused the madness of the betrayer, who, out of desire to forget what has been done, will chase down and destroy the slaymate. A slaymate's vengeance sometimes doesnt even end there. Sometimes, with the last flickering of their unholy sorrow, they curse the bloodlines of their betrayers. From that point on, the firstborn children of the betrayer's lineage are born with an eerie resemblance to the slaymate, with sleight forms, dark, sunken eyes, and a sorrowful demeaner; a constant reminder of what has been done. Such offspring inspire madness and ruin in their housholds, and are often abandoned to find their own way in the world, though their condition is no fault of their own.
Racial Traits:
Medium Humanoid (Deadborn)
+2 Dex, -2 Con, -2 Str. Neglected are sleight and weak, and are often sickly, but their slender forms are quick and thier motions graceful.
30ft Base land speed.
-2 racial penalty to all Charisma-based skill checks except Use Magic Device. Neglected are quiet and withdrawn.
Slight Build (Ex): The physical stature of Neglected lets them function in many ways as if they were one size category smaller.
Whenever a Neglected is subject to a size modifier or special size modifier for an opposed check, the Neglected is treated as one size smaller if doing so is advantageous to him. A neglected is also considered to be one size smaller when "squeezing" through a restrictive space.
A Neglected can use weapons and armor designed for a creature one size smaller without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Attachment (Ex): Neglected have a habit of becoming emotionally attached to those they associate with. A Neglected can designate a creature to be an "Attachment" by spending one hour with the creature. The creature need not be willing, or even living. A Neglected can have a number of attachments equal to its charisma modifier. While within 5 feet of an attached creature, the Neglected gains a +1 morale bonus on all saving throws. At 5th level, this bonus improves to +2 and the Neglected now grants this benefit to the attached creature(s) as well, but the attached creature's bonus is a profane bonus. At 10th level, this bonus improves to +3, and further improves by one point every five levels after 10th. A Neglected whose attachment is slain instead takes a morale penalty to saves equal to the bonus it would otherwise have had for 1d4 days after the ally's death. An attachment revived as an undead creature (even a mindless one) can still grant and recieve its attachment benefits as normal.
Pale Aptitude (Su): A Neglected that uses a metamagic feat on a spell from the school of necromancy can prepare or use the spell as if it took up a spell slot one level lower than what the metamagic necromancy spell would normally require. This ability does not stack with similar abilities that lower effective spell levels for the purpose of metamagic.
Languages: Common
Bonus languages: Any
Favored class: Dread Necromancer
Griever (Wheep)
Expecting mothers afflicted by a Wheep's poisonous tears sometimes give birth to children bearing the mark of those horrid creatures. These children are born blind, yet oddly aware of their surroundings and continually drip black poisoned tears from their empty eyes. Often, the mother succumbs to the poison produced by the child, and the child is left alone as a result of its tainted nature. These children are far from helpless, however, possessing an unnatural strength and a connection to the forces of unlife. They usually grow up living brutal lives, fighting to survive. As adults, they often hire themselves out as bodyguards or mercenaries, using their unholy strength and keep awareness to their advantage. When you hear a wail in the dead of night, chances are its griever doing its job.
Racial Traits:
Medium Humanoid (Deadborn)
+4 Str, -2 Int, +2 Wis, -2 Cha. Grievers are amazingly strong for their size. They are keenly aware of their surroundings despite being blind, but aren't big on thinking things through logically, preferring instead to act instinctually, and their blindsense makes book study impossible. Their appearance and gruff demeaner is disturbing to most and they arent big on conversation.
Blind (Ex): Grievers are born naturally blind. They are thus immune to gaze attacks, visual effects, illusions and other attack forms that rely on sight.
+10 racial bonus on listen checks. Grievers have keen hearing.
Blind fight: Grievers gain Blind Fight as a bonus feat at first level.
Blindsense (Ex): A Griever of at least 5 HD gains Blindsense out to 40ft.
Blindsight (Ex): A Griever of at least 10 HD can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, it treats all targets as totally concealed (see Concealment in the Player’s Handbook). Grievers are susceptible to sound- and scent-based attacks, and they are affected normally by loud noises, sonic spells (such as ghost sound or silence), and overpowering odors (such as stinking cloud or incense-heavy air). Negating a Griever’s sense of smell or hearing negates his blindsight, but he functions as though he had the Blind-Fight feat. If both smell and hearing are negated, the Griever is effectively blinded.
Poison Tears (Ex): Poisonous black tears continually weep from the griever's empty eyes. These tears act as an injury poison that the Griever may apply to a wielded weapon as a move action. The initial and secondary damage is 1d4 Con. The save DC for this poison is equal to 10 + 1/2 the Griever's HD + the griever's Con modifier. A griever can produce enough poison for three applications per day.
Weeping Moan (Su): As a standard action, a number of times per day equal to the Griever's Charisma modifier, a Griever may channel its heritage to release a horrible wailing moan. All who hear the Griever's awful, grave-born sorrow must make a will save (DC 10 + 1/2 HD + Cha Modifier) or be shaken for the duration of the encounter. Once a particular creature saves against a Griever's moan, that creature cannot be affected again by the same Griever for 24 hours. This is a sonic effect.
Languages: Common
Bonus languages: Any
Favored class: Fighter
Level Adjustment: +1 (+2 ?)
Atrophic (Atropal/Atropal Scion)
Atropals and Atropal Scions possess a fierce hatred of the living that stems from a fiercer desire to live. Occaionally, whether through the destruction of an atropal scion or, occaisionally, though a frament of power cast off subconsciously by an atropal adrift in the astral plane, a child being born is imbued with the atropal's essence and a desire to live life to the fullest.
Racial traits:
Medium Humanoid (Deadborn)
-2 Con, +2 Wis, +2 Cha. Despite being somewhat weak of frame, atrophics possess a zeal for life that few can match. They are also strangely aware and strong-willed.
+2 Racial bonus on Climb, Jump, and Swim checks. Atrophics are athletic despite being physically frail.
Negative energy aura (Su): At its option, an atrophic is surrounded by a 30ft aura of negative energy that burdens living creatures around them. Living creatures within the aura are treated as Fatigued. Activating or deactivating the aura is a free action. Fatigue caused by this effect does not stack with fatigue from other sources.
Speak with dead (Sp): Once per day, an atrophic can use Speak with Dead as a spell-like ability. Caster level is equal to the Atrophic's HD. The Save DC is charisma-based.
Zeal for life (Ex): An atrophic's will to live grants it a +1 bonus to all saving throws.
Languages: Common
Bonus languages: Any
Favored class: Favored soul. The atrophics' divine origin often lends them a nugget of divine power that they can draw upon with practice.
Defiled (Blaspheme)
The same ancient, twisted experiments that produced the deadstock also produced other foul breeds of demi-undead humanoids. One of the most vile and cursed of these became known as the Defiled, for they were bred to be dismembered and restitched into the dreaded Blasphemes. Cursed by ancient gods of death and evil, the defiled passed on their unholy legacy to their offspring, and signs of their cursed lineage can still be found today, their blackened, vile teeth a reminder of a forgotten history.
Racial traits:
Medium Humanoid (Deadborn)
+2 Str, -2 Int. Defiled are strong, but not particularly bright.
+2 Racial bonus on Listen and Spot checks. Defiled were bred to be guardians and so are highly observant.
Bite (Ex): A Defiled has a primary natural weapon in the form of a bite attack that deals 1d6 damage plus 1-1/2 times the Defiled's Strength modifier. Targets struck by this bite attack are subject to the defiled's vile contact ability (See below).
Vile Contact (Su): A target struck by a defiled's bite attack takes 1 point of Vile damage in addition to the bite's normal damage.
Erratic Charge (Ex): When a defiled charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A defiled must have line of sight to a targeted opponent at the start of its turn.
Sleepless (Ex): A defiled never needs to sleep and is immune to magical sleep effects. They must still rest 8 hours to prepare spells as normal.
Blessing of the dark gods (Su): A defiled gains a +1 bonus to its caster level when casting spells with the [Evil] descriptor.
Languages: Common
Bonus languages: Any
Favored class: Fighter
Shaded (Nightshades)
The Nightshades are enigmatic undead creatures, formed of shadow and pure evil. So great is their power that occaisionally, in places tied to the plane of shadow, some of their dark essence seeps onto the material plane and taints children in the womb. These children are known as the Shaded, for the way shadows tend to cling to their dark skin. These children are quiet and generally keep to themselves, but they possess a keen understanding beyond their years.
Racial traits:
Medium Humanoid (Deadborn)
-2 Str, -2 Con, +2 Int, +2 Wis, +2 Cha. Shaded are knowing beyond their years, but their shadowy forms are frail and light. (Maybe? I dunno.)
40ft base land speed. Shaded move with remarkable haste.
+4 Racial bonus to hide checks made in areas of shadowy illumination or darker. Shaded blend with the shadows.
Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), shaded take a -1 penalty on all attack rolls, saving throws, and skill checks.
Desecrated Aura (Su): Shaded give off a mild aura of negative energy out to 20ft. Mindless undead within this aura gain a +1 profane bonus to Attacks, Damage, and Saves.
Spell-like abilities: A Shaded can use Darkness and Detect magic each once per day as spell-like abilities. Caster level is equal to the shaded's HD. Save DCs are Charisma based.
Evil Gaze (Su): Fear, 30 feet. A creature that meets the shaded’s gaze must succeed on a Will save (DC = 10 + 1/2 HD + Cha Modifier) or be shaken for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same shaded’s gaze for 24 hours. This is a mind affecting fear effect.
Devour magic (Su): A Shaded can gain nourishment by devouring the magic within a charged magic item. As a standard action, the shaded can expend a number of charges from a wand or staff to heal itself. The number of charges expended in this way may not exceed the shaded's HD. A shaded heals 1d4 points of damage for each charge expended in this way. Wands and staffs containing only 0-level spells provide only half this amount. Using this ability provokes attacks of opportunity.
Telepathy (Su): A Shaded can communicate telepathically with any creature within 30ft that has a language.
Languages: Common
Bonus languages: Any
Favored class: (Shadowcaster? Dread Necromancer? The most awesome thing, of course, would be Noctumancer, but that's a PrC.)
Level Adjustment: +1
Unsound (Allip)
Allips are the spirits of mortals driven to suicide. Often, they return to haunt those who who led them to their brutal end. An allip's madness is unpredicable, however, and may influence the form of their torment. In a moment of clarity inspired by the babbling wail of a target's infant offspring, the allip may taint and "adopt" the child, shaping the infant's form to resemble the form the allip had in life and driving it to madness. These insane progeny are meant to bring sorrow and woe to the target of the allp's vengeance and his family, a constant reminder of what was done, and to act as a voice for the allip that created it. These unsound offspring often end up working toward their own parent's suicide at the behest of the allip, only to be freed to go their way when the allip's vengeance comes to fruition. Unsound have a sympathetic connection to Allips. They have a crazed look in their dark, sunken eyes. They speak in lunatic tones and erratic sentances.
Racial Traits:
Medium Humanoid (Deadborn)
-2 Wis, +2 Cha. Unsound are mildly insane.
30 ft. Base land speed.
+4 Racial bonus on Decipher Script checks. Unsound have an uncanny knack for making sense out of gibberish.
-2 racial penalty to all Charisma-based skill checks made against all creatures except allips and abberations. An unsound's erratic speech and crazy demeaner make it difficult for most to relate to.
Allip Empathy (Ex): Unsound are immune to an allip's special attacks. Furthurmore, allips treat the unsound as one of their own. Their initial attitude toward the unsound is indifferent. Unsound can communicate with allips as though the two shared a common language. This "Language" is an incomprehensable babbling that only allips and unsound can understand.
Babble (Su): Unsound can mimic the hypnotic babble of their crazed allies as a free action. All sane creatures within 60 feet of the unsound must succeed on a Will save (DC 10 + 1/2 HD + Charisma modifier) or be fascinated for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same unsound’s babble for 24 hours.
Madness (Ex): Unsound use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. An Unsound targeted by a confusion or insanity effect instead gains a +1 bonus to attack and damage rolls for 1d4 rounds, as it is worked into a mad frenzy. An unsound cannot be restored to sanity by any means short of a miracle or wish spell. An unsound restored to sanity gains 2 points of Wisdom and loses 2 points of Charisma. Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Mad Insight (Ex): Crazy people tend to know crazy things, and the unsound are no exception. This ability functions like bardic knowledge and can be used a number of times per day equal to the unsound's charisma modifier to find out if the unsound knows anything about a given topic. If the Unsound fails the check by 5 or more, he instead gives false (Though relavent) and possibly misleading information as judged by the DM.
Languages: Common, Allip (unteachable)
Bonus languages: Any
Favored class: Dread Necromancer
Masque (Visage)
Visages are chaotic and unpredictable undead with the power to assume the identity of those they have slain in order to spread chaos and mayhem. Sometimes, in order to maintain a disguise or for reasons unknown, a disguised visage will mate with a humanoid. The offspring of such a pairing are free-spirited, flighty beings. Sages know these offspring as masques, for they are the mortal reflections of the visages. Masques are moody, often even angsty, but they also possess a flair for the dramatic. They are fond of wearing long, flowing clothing and often hide their faces behind masks. They possess their ancestor's light, quick frame, weighing half what one would expect based on their size.
Racial Traits:
Medium Humanoid (Deadborn)
-2 Str, +2 Dex, -2 Con, +2 Cha. Masques are not very dense and are physically weak, but they have strong personalities and move quickly and fluidly.
30 ft. base land speed.
+2 Racial bonus on Escape artist, Jump, and Move silently checks. Masques are light of frame and unusually limber.
+1 Racial bonus to Bluff, Disguise, and Perform (Acting) checks. Masques are natural pretenders and their acting skills are well-honed.
Spell-like abilities A Masque can use Charm person and Disguise self as spell-like abilities each once per day plus one additional time per day for every 5 HD. Caster level equals the masque's HD. The Save DCs are Cha-based.[/I]
Lucidity Control (Su): Once per day, a masque can create a major image, similar to the major image spell except that only one target, selected by the masque, can perceive the illusion. The target can attempt a will save as normal to disbelieve the illusion. The DC for the will save is 10 +1/2 the masque's HD + the Masque's Charisma modifier.
Positive immunity (Ex): Unlike normal deadborn, the masque is immune to positive energy spells effects. It is instead healed by negative energy, but such spells have only half the normal effect.
+1 caster level when using transmutation spells and effects that help the masque create a disguise. Effected spells include (but are not limited to) Disguise self, alter self, and polymorph.
Languages: Common
Bonus languages: Any
Favored class: Bard
Comments? Ideas? Suggestions? Requests?
Coming soon:
Banshee
Deathbringer
Jahi
Plaguespewer
Bleakborn
Skulking Cyst
Slaymate
Wheep
Atropal
Blaspheme
Nightshade
Allip
Visage
Famine Spirit
Effigy
Blood amniote
Vasuthant