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View Full Version : Tainted by Undeath: The Deadborn [3.5 races, PEACH]



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

Jarrick
2010-10-22, 07:17 PM
Reserved for future use #2

Jarrick
2010-10-22, 07:19 PM
Reserved #3

Qwertystop
2010-10-22, 08:23 PM
Why don't you try some non-negative ones? You know, like someone modified by positive energy in the womb? It's important to remember that "Negative energy" does not mean "Evil", nor does "Positive Energy" mean "Good". Not sure what they would have though.

Jarrick
2010-10-22, 08:27 PM
Why don't you try some non-negative ones? You know, like someone modified by positive energy in the womb? It's important to remember that "Negative energy" does not mean "Evil", nor does "Positive Energy" mean "Good". Not sure what they would have though.

They're actually based more on "Undead" than "Evil" and they can easily be played as good guys, of course. I was going for an "Antihero" feel with these races.

In other news, now posting Banshee version: Shriekborn :smallbiggrin:

Edit: ChumpLump is gone for the weekend, so I'm going to belay posting any more until he gets back. For now, I need some balance opinions, if anyone would like to give them.

LOTRfan
2010-10-22, 11:39 PM
Do the Paleborn have the dead born subtype?

I like the Shriekborn, and I would like to know why you choose the stunt plant growth ability. Its a very interesting choice, very flavorful. Do actual Banshees have it (don't have my books, so I don't know at the moment)?

EDIT: I went back and read the Paleborn thread. Never mind about the first question.

Jarrick
2010-10-22, 11:52 PM
Do the Paleborn have the dead born subtype?

I like the Shriekborn, and I would like to know why you choose the stunt plant growth ability. Its a very interesting choice, very flavorful. Do actual Banshees have it (don't have my books, so I don't know at the moment)?

EDIT: I went back and read the Paleborn thread. Never mind about the first question.

I can always count on you LOTRfan. I was beginning to wonder if anyone would notice this thread. :smalltongue:

In answer to your second question, yeah. Banshees are most famous for their terrible screams, but they also blight the landscape in their area. They can do the exact same thing the Shriekborn can, only they can do it 3 times a day.

Edit: Master256, I just remembered you were the one who was going to use the paleborn. Thanks for taking the time to respond. :smallbiggrin:

AugustNights
2010-10-23, 02:24 PM
Good fluff on the Shriekborn,
Like the races. When I get done with Night-Toched PrCs I'll see if I can't get any love for the Shriekborn and Ghoulborn. (I'm thinking Bardlike and Roguelike respectively.)

Ghoulborn's feeding ability is great.

Like the way Wail improves with level

Oh, and I'm back.

Jarrick
2010-10-24, 08:23 PM
Bred to be Dead, the Deadstock are up. :smallbiggrin:

More to come soon

LOTRfan
2010-10-24, 08:41 PM
I like the flavor, especially the easier to raise thing. Powerful Build is LA +1. What book is the death bringer from?
Come to think of this, I might use them as an antagonist slave race in one of my campaigns. Thanks!

Jarrick
2010-10-24, 08:43 PM
I like the flavor, especially the easier to raise thing. Powerful Build is LA +1. What book is the death bringer from?

Oh, that's right... crap... I'll fix it... :smallfrown:

Banshee, Deathbringer, Jahi, and Plaguespewer are from MM2. The others are from Libris Mortis.



Come to think of this, I might use them as an antagonist slave race in one of my campaigns. Thanks!

Again, I'm always happy to hear this. :smallbiggrin:

LOTRfan
2010-10-24, 08:47 PM
Oh. Now I'll have to start researching these creatures, so I can have some sort of clue about why these creatures have what.

Pretty good so far, I love them. Very creepy backstory.

EDIT: Aren't spell-like abilities above 0th level +1 LA?
EDIT 2: Never mind, Aasimar gets a 3rd level spell-like ability combined with the outsider type, so this is okay.

Jarrick
2010-10-24, 09:32 PM
Jahira, a Jahi's desires made flesh... is now up.

Edit: Plague spewer is in MM3, my bad.

Jarrick
2010-10-24, 11:07 PM
Disgusting to behold, the Spewspawn are up. :smallbiggrin:

AugustNights
2010-10-25, 01:06 AM
Its early in the day over here, but here are some thoughts.

Deadborn subtype is solid, more likely to suffer for their subtype than benefit from it, which is good for out purposes.

Deadstock: In general, I hate LA, and would prefer to see the Deadstock be LA+0, but I think Powerful Build is the right direction to go. I don't have my books at school, but I think race related drawbacks to balance the PB would be ideal.

Jahira: They do need more, I propose a gnomish like bonus to Enchantment school spells, for DCs and saves. That or something related to race (again, books would be good.)

Spewspawn: I think Outright Immunity to diseases is a bit much, but a retroactive gained immunity would be good. Also, maybe a contagion spell could function as a Cure Wounds spell?

And as always the fluff is great.

LOTRfan
2010-10-25, 05:06 PM
Yeah, the Jahira is missing something, but I don't no what. So yeah, I'm not a big help there. :smallsigh:

I like the Spewspawn, but immunity to disease is rather powerful. How immunity to mundane diseases and a +2 to magical ones?

As for the carrier ability, how does it deliver the diseases (I assume that they are still contagious)? A touch attack? Is the target randomly affected by one of its diseases, or can the Spewspawn choose a specific disease?

Jarrick
2010-10-25, 06:22 PM
Yeah, the Jahira is missing something, but I don't no what. So yeah, I'm not a big help there. :smallsigh:

That's ok, ChumpLump gave me some good ideas earlier. I'll put them in shortly.

I like the Spewspawn, but immunity to disease is rather powerful. How immunity to mundane diseases and a +2 to magical ones?

I thought "Hey, warforged is immune. Plus its not that big of a benefit really, it wont come up often." Thinking about it now though, it might be a better idea to just make this apply to mundane diseases. Wouldnt want them spreading mummy rot around...

As for the carrier ability, how does it deliver the diseases (I assume that they are still contagious)? A touch attack? Is the target randomly affected by one of its diseases, or can the Spewspawn choose a specific disease?

They're carried and spread as if the spewspawn wasnt immune, just like any other person carrying a disease.

LOTRfan
2010-10-25, 06:47 PM
There are rules for that? Cool, I'll go check the srd.

EDIT: D'oh, its right there in the disease stat blocks. :smallsigh:

Jarrick
2010-10-25, 07:07 PM
There are rules for that? Cool, I'll go check the srd.

EDIT: D'oh, its right there in the disease stat blocks. :smallsigh:

lol.

Changes have been made.

Jarrick
2010-10-25, 08:45 PM
There might be some momentary discomfort...
Bleaktouched are up. :smallbiggrin:


Now I get to do the Really fun ones... mwa ha ha....


Missed this earlier:

Its early in the day over here, but here are some thoughts.

Deadborn subtype is solid, more likely to suffer for their subtype than benefit from it, which is good for our purposes.

I was thinking the same thing :smallsmile:

Deadstock: In general, I hate LA, and would prefer to see the Deadstock be LA+0, but I think Powerful Build is the right direction to go. I don't have my books at school, but I think race related drawbacks to balance the PB would be ideal.

I'm right there with you, but on a martial race like these, I can live with it. I've seen Powerful Build characters do hideous hideous things.

Jahira: They do need more, I propose a gnomish like bonus to Enchantment school spells, for DCs and saves. That or something related to race (again, books would be good.)

Got it :smallbiggrin:

Spewspawn: I think Outright Immunity to diseases is a bit much, but a retroactive gained immunity would be good. Also, maybe a contagion spell could function as a Cure Wounds spell?

I based it on the Cancer Mage ability, I just reworded some things. It's been changed now though

And as always the fluff is great.

Thanks, I try to keep these interesting. I hate it when people make stat-blocks instead of characters.

LOTRfan
2010-10-25, 10:10 PM
I know its still two races ahead, but do you have any ideas for the Slaymate race?

AugustNights
2010-10-26, 01:03 AM
Love the Jahira special abilities.

As for the Spewspawn, why not give it a bite attack, even if it could only be used as a secondary natural attack, it gives it a fair chance of spreading it's diseases... or alternatively have it's spewed rats also carry the disease, they were after all....vomited from it's stomach...or somewhere profane.

Bleak-Touched. Yes cold weakness is a good way to go for an immunity/Healing energy type. I see a PrC that can uses cold damage to deliver sneak attacks that numb its targets...

Jarrick
2010-10-26, 07:23 AM
I know its still two races ahead, but do you have any ideas for the Slaymate race?

Yes... heh heh. I've been looking forward to that one... but I might need some more input. I'll get it this afternoon, probably.


Love the Jahira special abilities.

Cool, I wasn't sure if they were too powerful.

As for the Spewspawn, why not give it a bite attack, even if it could only be used as a secondary natural attack, it gives it a fair chance of spreading it's diseases... or alternatively have it's spewed rats also carry the disease, they were after all....vomited from it's stomach...or somewhere profane.

Well, the rats already carry filth fever. A bite attack would spread the disease, but not in combat. You'd have to wait for the incubation period to expire like any other disease. Hmm... I'll think about this. So far I like it, but I'm half asleep right now. :smalltongue:

Bleak-Touched. Yes cold weakness is a good way to go for an immunity/Healing energy type. I see a PrC that can uses cold damage to deliver sneak attacks that numb its targets...

And this is why I reserved so much space after the first post. :smallwink: That sounds like an excellent idea.

I was also thinking racial substitution levels for Deadstock Dread Necromancers, who get cool things for fighting their racial deficiencies to be one. Like getting to use negative energy burst at a range like Deathbringers can essentially do. Might even consider turning Charnal Touch into Charnal Punch or something similar, granting them a slam attack that also deals negative energy damage. If I want to really be called crazy, I might let them use their Str instead of their Cha for spells and class features, their power being drawn from their necrotically-enhanced bodies. What do you think?

SurlySeraph
2010-10-26, 06:46 PM
Krau Sigil Illumians use Strength for their bonus spells rather than a mental stat, so there's precedent for it. Of course, this can be broken with some effort, especially in gestalt (Wizard// War Hulk!), but it's not crazy to allow.

Jarrick
2010-10-26, 07:46 PM
Krau Sigil Illumians use Strength for their bonus spells rather than a mental stat, so there's precedent for it. Of course, this can be broken with some effort, especially in gestalt (Wizard// War Hulk!), but it's not crazy to allow.

Har Hulk... Does anyone actually allow that in PC hands? :smalltongue:

Thanks for the info about the precedent. It always makes me feel better when I can cite a precedent on this sort of thing.

Oh, and an introduction...

Lurking in the dark places, feeding on your fears as much as your blood...
The Cystics are up, and kind of gross. :smallbiggrin:

LOTRfan
2010-10-26, 07:55 PM
This one is disgusting. :smalleek:

Anyway, now that the squick factor has worn off, I think that energy draining might deserve an LA (I'm not sure though, because all the creatures with LA that have this also have a ton of other things that give it a lot of LA).

Also, slight editing error: The intestines should cause Cystic spell casters to not be able to cast spells with verbal components, not somatic ones.

Jarrick
2010-10-26, 08:10 PM
This one is disgusting. :smalleek:

Glad to hear it! :smallbiggrin:

Anyway, now that the squick factor has worn off, I think that energy draining might deserve an LA (I'm not sure though, because all the creatures with LA that have this also have a ton of other things that give it a lot of LA).

I wasnt sure either. I dont think it'll be a huge thing though, since these guys loose their dex to AC while doing it. It was more designed to be used against downed opponents. That's why I wasnt sure if Healing or Temp HP was the way to go.

Also, slight editing error: The intestines should cause Cystic spell casters to not be able to cast spells with verbal components, not somatic ones.

Good catch. Fixed. :smallbiggrin:

LOTRfan
2010-10-26, 08:21 PM
I don't know. I'm leaning towards healing if it is an after-combat thing, but I'm sure someone would find a way to turn it into uberhealer monster....

Anyway, what caster level is necrotic cyst, and is the intestine sunderable?

EDIT: Oh, and Jahira looks better.

Jarrick
2010-10-26, 08:26 PM
I don't know. I'm leaning towards healing if it is an after-combat thing, but I'm sure someone would find a way to turn it into uberhealer monster....

I shall think on this...

Anyway, what caster level is necrotic cyst, and is the intestine sunderable?

CL is equal to HD and no, it's treated as part of the Cystic's body, hence the No Dex thing. At least that's what I assume their intent was with the Skulking Cyst.

EDIT: Oh, and Jahira looks better.

Cool. I was afraid I'd given them too much.

Edit: Oh, and I added in that a Spewspawn's Rat swarm carries any diseases that the spewspawn does.

LOTRfan
2010-10-26, 08:29 PM
Let me rephrase the question: what level would you have to be to cast the spell as a wizard/dread necromancer/whatever?

Jarrick
2010-10-26, 08:32 PM
Oh, its a 2nd level spell. So wizards get it at 3rd, sorcs at 4th. Its not very useful on its own though. It's detailed in Libris Mortis.

AugustNights
2010-10-27, 06:12 AM
Deadstock: Con Mod for casting sounds more along the lines for someone using their own body-mass for substitute arcane energies.

Cistic Ability Suggestions: +2 Con, -2 Dex. Though appearing sickly they are fortified by their cist like nature, however their bodies are often deformed and mangled.

Cistic Are gross. I love it.
Temp Hp is the way to go. Temp Hp is like healing, but better. You might specify if they stack, and if they do, to what point.

Currently with a constitution damage more or less at will, the answer is yes. They deserve at least LA +1. I don't if there is any precedent for that, but with all their abilities they're definitely looking that way. To avoid LA I'd say either lower con damage to 1 per round, or limit con damage per day. (A PrC could bump it back up :smallwink: as well as give this sucker some reach and maybe a second tentacle... )
and maybe, not allow other attacks while attached.
Standard action to maintain? Something akin to that.

Maybe some skill penalties for being disformed?

How do they climb?
Is it by use of Cist-like Body?
If so penalties to Social based skills are very much in line.

Jarrick
2010-10-27, 03:52 PM
Deadstock: Con Mod for casting sounds more along the lines for someone using their own body-mass for substitute arcane energies.

True, but strength makes them feel more brutish... I dunno, Con does kind of fit better though. I'l decide later.

Cistic Ability Suggestions: +2 Con, -2 Dex. Though appearing sickly they are fortified by their cist like nature, however their bodies are often deformed and mangled.

Ah, this is an interesting choice. The Skulking Cyst gets a rather high dex itself, and the 8th level spell in the cyst line, Necrotic Empowerment, grants a bonus to dex as well, so I was thinking of them as wiry and unnaturally quick with reddish, stringy, sinewy bodies, +2 Dex, -2 Cha. But I think I like your idea better.

Cistic Are gross. I love it.

:smallbiggrin:

Temp Hp is the way to go. Temp Hp is like healing, but better. You might specify if they stack, and if they do, to what point.

Currently with a constitution damage more or less at will, the answer is yes. They deserve at least LA +1. I don't if there is any precedent for that, but with all their abilities they're definitely looking that way. To avoid LA I'd say either lower con damage to 1 per round, or limit con damage per day. (A PrC could bump it back up :smallwink: as well as give this sucker some reach and maybe a second tentacle... )
and maybe, not allow other attacks while attached.
Standard action to maintain? Something akin to that.

I'm thinking I'm just going to change it to dealing 1d4 damage and healing the Cystic the same amount. Temp HP can be fairly easily abused, since they usually dont stop until 2x the creature's normal HP.

Maybe some skill penalties for being disformed?

How do they climb?
Is it by use of Cist-like Body?
If so penalties to Social based skills are very much in line.

I hadnt put much thought into it. I just saw them climbing on walls and rocky ceilings like goblins in LotR. it just seemed to fit really. The penalty to social skills sounds like a good idea.

I'll try and post the slaymate sooner or later. I need a good name for them. Something clever, like "slaymate" is. I also cant decide how I want their origins. Necromancer parents who spent way too much time in the pale aura? Or enraged at the neglect that gave birth to them, they curse the irresponsible guardian's lineage to be a constant reminder of how they failed?

Edit: Cystic changes are up. Mostly.

Jarrick
2010-10-27, 07:11 PM
The one everyone's been waiting for...

We're going to be bestest friends.
Slayborn are up :smallbiggrin:

LOTRfan
2010-10-27, 07:21 PM
:biggrin:
I love it. The attachment ability is interesting, not too powerful. Slight Build, however, is like Powerful Build; LA +1.

Pale Aptitude makes them more specialized spellcasters without breaking them, so that's cool.

As more names..... Darn, its hard to top Slaymate....:smallfrown:

Jarrick
2010-10-27, 07:25 PM
You think I should just make them small, or remove the ability? I hate to give them a level adjustment...

Edit: As for the name, I was hoping to use something with Bairn which means child or baby and Cairn which means grave (Basically), but nothing comes to mind. :smallannoyed:

LOTRfan
2010-10-27, 07:27 PM
Perhaps you should make them small. Maybe the curse stunts growth?

Jarrick
2010-10-27, 07:33 PM
Perhaps you should make them small. Maybe the curse stunts growth?

Well, I almost did that, saying that they stop growing at around age 8, but that kind of rubbed me the wrong way... What if I altered the Sleight build a little so it doesnt grant all those bonuses?

LOTRfan
2010-10-27, 07:39 PM
hmmm....

Pathetic Build (Ex): The physical stature of Slayborn lets them function in many ways as if they were one size category smaller.
Whenever a Slayborn is subject to a size modifier or special size modifier for an opposed check, the Slayborn is treated as one size smaller, whether it be advantageous or disadvantageous. This also grants the following benefits: a Slayborn gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Slayborn take a -4 penalty to grapple checks and a -2 penalty to all strength based checks.
A Slayborn must use weapons and armor designed for a creature one size smaller. However, his space remains the same and his reach changes to that of a creature one size smaller. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Probably still on the low end of LA +1, but just an idea.

Jarrick
2010-10-27, 07:55 PM
That's mechanically exactly almost the same as being small... :smalltongue:

Meh, I think I'll just take the ability out and leave them a spindly medium. I'll reflect it in their height and weight when I get around to those.

Can you think of any good way to even out the ability with penalties?

AugustNights
2010-10-27, 08:13 PM
I'm pretty certain Sleight Build is LA +1 if the creature is small. And even so. Kobolds have it as a balancing mechanic, and they are LA +0.

As it stands the Sleight Build of the Slaymate is perfect, a sort of 'forever child' aspect captured in a medium creature. Super creepy.

I vote for a profane bonus to stuff opposed to a moral bonus, many undead are immune to moral effects, but profane? Profane effects are great! Imagine a Paladin trying to shake one of these creatures because it doesn't want the profane bonuses?

Okay names for the creature: (a lot of these are terrible)
Deathchild
Necrami
Kinderslain
Slainkin
Slaykin
Moriborn
Death's Children/ Death's Child
The Neglected
Forlorn
Creepy Friend
Creepmate
Slayslough
Unslain
Everchild
Neverchild
Necrachild


Well those are really more of ideas than any solid suggestions.

I'd say they're balanced fine enough as is.
Might mention that other lowerings of Meta-magic don't stack to prevent Arcane Thesis Cheese.

LOTRfan
2010-10-27, 08:21 PM
I vote Neverchild.

I just realized, there's only one race left after this.

Jarrick
2010-10-27, 08:26 PM
I'm kind of attached to Neglected myself... Or (inspired by neverchild) Netherchild

I imagine the paladin would be trying to shake it anyways because they tend to make dead things move again, lol. I chose a morale bonus/penalty because I wanted it to represent them feeling comfortable and safe near their attached people. Is there any such thing as a profane morale bonus? :smalltongue:

So sleight build isnt +1 LA?

Edit: The only reason there's only one race remaining is becuse I initally wanted to limit it to the best ideas I had. To churn out a few really good ones and go from there. I thought I'd be getting requests, but no one seems to be terribly interested but you two. Any requests? I've got a big list of potential candidates.

InfiniteNothing
2010-10-27, 08:40 PM
I personally prefer The Neglected or The Forlorn as names for the Slayborn.

And I don't think Sleight Build is worth a +1 LA in this case, no.

And on a side note, the Slayborn quote reminds me of Bioshock's Little Sisters. Both cute and creepy. *shiver*

Jarrick
2010-10-27, 08:46 PM
I did have them in mind kind of when writing this stuff out, but I was also thinking Viola (http://media.photobucket.com/image/Viola%20Cadaverini/the-ice-cream-fairy/Viola/viola-heeheeb.gif) Cadaverini (http://www.youtube.com/watch?v=Emi4N3-9YyQ) from the Ace Attourney series.

"Arent you going to drink your tea...? hee hee hee... I baked you some cookies too..."

AugustNights
2010-10-28, 03:54 PM
I'm kind of attached to Neglected myself... Or (inspired by neverchild) Netherchild
[quote]
Netherchild, I like it.

[quote]
I imagine the paladin would be trying to shake it anyways because they tend to make dead things move again, lol. I chose a morale bonus/penalty because I wanted it to represent them feeling comfortable and safe near their attached people. Is there any such thing as a profane morale bonus? :smalltongue:

I like where you're going with the idea behind moral bonus, but it's also a creepy enjoyment. A profane pleasure if you will. Perhaps the Netherchild gains it as a moral bonus, and the other creatures gain it as a profane bonus. She's happy, and they feel... dirty... like the Dark Gods have their hands around them, yes its empowering... but not right.




So sleight build isnt +1 LA?

Naw, not in this case. It's a small creature with Monkey Grip, essentially.
And a better grapple. And no +1 to hit and AC.
So it's a medium creature that can slip out of bonds, and squeeze a bit easier. And fit into uncomfortable seats with relative ease. Really Sleight build isn't all that crazy powerful at all. Especially when off set by a negative ability bonus array. Safely not worth +1 LA.

Btw Going to Venice for the weekend. Don't bother holding up, I may have interwebs there.

Jarrick
2010-10-28, 04:09 PM
[QUOTE=Jarrick;9647012]I'm kind of attached to Neglected myself... Or (inspired by neverchild) Netherchild
[quote]
Netherchild, I like it.


I like where you're going with the idea behind moral bonus, but it's also a creepy enjoyment. A profane pleasure if you will. Perhaps the Netherchild gains it as a moral bonus, and the other creatures gain it as a profane bonus. She's happy, and they feel... dirty... like the Dark Gods have their hands around them, yes its empowering... but not right.

This. I like this.

Naw, not in this case. It's a small creature with Monkey Grip, essentially.
And a better grapple. And no +1 to hit and AC.
So it's a medium creature that can slip out of bonds, and squeeze a bit easier. And fit into uncomfortable seats with relative ease. Really Sleight build isn't all that crazy powerful at all. Especially when off set by a negative ability bonus array. Safely not worth +1 LA.

Yeah, about that. Read over what I've got and make sure I'm doing it right, because I did give them +1 AC and to hit. I've never seen sleight build written out so I was guessing as to its function when I wrote that. :smalltongue:

Btw Going to Venice for the weekend. Don't bother holding up, I may have interwebs there.

Ok, I'm going to get around to the Wheep race shortly. Dont take any free rides from shady gondoliers. :smalltongue:

Edit: After thinking about it for a while, I'm actually having a hard time justifying the Wheeps. They dont create spawn, so I'm having trouble coming up with an origin story. Any ideas?

The Tygre
2010-10-28, 07:18 PM
Personally, I would have gone with Kinderslain, but it's your call.

Sooooo... Taking requests? :smallbiggrin:

Jarrick
2010-10-28, 07:42 PM
Sure! What'll it be?

Jarrick
2010-10-28, 08:59 PM
Beware the howling in the dark...
Grievers are up. :smallbiggrin:

Not sure on the LA though.

Other minor changes up as well.

AugustNights
2010-10-28, 11:56 PM
Slight Build: The physical stature of a creature lets them function in many ways as if they were one size category smaller. Whenever a a creature is subject to a size modifier or special size modifier for an opposed check (such as Hide), the creature is treated as one size smaller if doing so is advantageous to the character. A creature is also considered to be one size smaller when "squeezing" through a restrictive space. A creature can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a creature remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Haven't actually looked at orriginal post, bus here.
This is how wizards wrote it originally.
Gatta fly!

The Tygre
2010-10-29, 12:03 AM
Hrmm, well I've got a few thoughts...

Blasphemes seem like they could be interesting. The original monsters always came off as something like Resident Evil monsters, so their deadborn could be interested.

Nightshades would be some weird mix of tiefling and undead; like descendants of shadow demons. Only different.

And an interesting concept might be a reborn Atropal. Think about it; somehow, floating around in the astral, without even realizing it, an Atropal imbues its essence into a child being born. The child grows up like one of the ghosts from Geist: for reasons it can't explain, it's compelled to live and do as much as it can in this world, because it's been given a second chance.

AugustNights
2010-10-29, 01:39 AM
Second bus stop.
Thug variant should not be specified in favored class, limits it too much. Might mention that they have a tendancy towards the thug variant, but otherwise you run into a more restrictive situation. (For those who even pay attention to these loose multi-classing rules, or those who use pathfinder.



Edit Blindsight is a bit strong, and I'm not certain on the mechanics of it... doesn't it essentially negate hide, darkness, and Invisibility? Perhaps Blindsense would be more effective? Or Blind fight and a super awesome listen check.

Edit 2 Pathfinder rules are not based on creatures' favored classes.

Jarrick
2010-10-29, 07:33 AM
Haven't actually looked at orriginal post, bus here.
This is how wizards wrote it originally.
Gatta fly!

Thanks. I'll fix it this afternoon.


Hrmm, well I've got a few thoughts...

Blasphemes seem like they could be interesting. The original monsters always came off as something like Resident Evil monsters, so their deadborn could be interested.

Nightshades would be some weird mix of tiefling and undead; like descendants of shadow demons. Only different.

And an interesting concept might be a reborn Atropal. Think about it; somehow, floating around in the astral, without even realizing it, an Atropal imbues its essence into a child being born. The child grows up like one of the ghosts from Geist: for reasons it can't explain, it's compelled to live and do as much as it can in this world, because it's been given a second chance.

Hm.... ok, I'll see what I can do.


Second bus stop.
Thug variant should not be specified in favored class, limits it too much. Might mention that they have a tendancy towards the thug variant, but otherwise you run into a more restrictive situation. (For those who even pay attention to these loose multi-classing rules, or those who use pathfinder.

Edit Blindsight is a bit strong, and I'm not certain on the mechanics of it... doesn't it essentially negate hide, darkness, and Invisibility? Perhaps Blindsense would be more effective? Or Blind fight and a super awesome listen check.

Well, let me tell you why I did it (You're right about the mechanics, btw). In the Forgotten realms book "Underdark", there's a race called Grimlocks that are born blind, but they have 40ft blindsight and scent. They have a +2 LA and 2 Racial HD, but they've got a lot of other things too, so I thought I could get away with a +1 or a +2. I didnt want to make them actually blind, since that entails a lot fo rolls and is generally frustrating to deal with for the player. I'll put some more thought into it later though, it's hard to think first thing in the morning. :smalltongue:

radmelon
2010-10-29, 09:14 AM
For another base undead, how about the Allip?

AugustNights
2010-10-29, 12:25 PM
Actually I've played a few blind characters in my time. My favorite being a Druid archer with a Hawk companion. He had a trick he called 'Ring the Bell' where the hawk would fly 5 feet over any hostile's head and caw upon passing.... any how, Blind isn't all that bad, and in fact I think a lot of people wouldn't mind playing a Blind Character if it came with Blind Fight for free, just pump that listen check. There are all sorts of other ways around blindness. Detect Magic, Detect Evil, Arcane Sight, all these things are great. Death Watch in particular.


For another base undead, how about the Allip?

This. Yes.
Allips... allips... allips...
Uttermadness... absosolute missunderstanding, the inability to communicate pain and suffering. Whose gunna listen to an allip? Something that doesn't understand language yet. What doesn't know how to communicate it's sufferings besides a wild wailing noise? Babies.
Doesn't even have to be in the womb, just abandoned really. Maybe even raised by allips. Why? Who knows why allips do things... OH man! Worshiped by allips. Why not? It's a living thing that expresses its suffering in the same manner they do, it's like a god to them.
What a poor poor poor crazy creature that would make.
Maybe capable of learning languages but suffers a sever social penalty for not really understanding how they work. 'This Hose Make Death After it Fall Eat We it? Hungry Loud' sort of deal.

Of course I may just be crazy.

Jarrick
2010-10-29, 12:39 PM
For another base undead, how about the Allip?

Hmm... insane suicide ghosts... their wisdom drain could afflict the young or unborn, driving them mad and turning them into undead-tainted lunatics with a psychotic babble. I'll add it to the list. :smallbiggrin:


Actually I've played a few blind characters in my time. My favorite being a Druid archer with a Hawk companion. He had a trick he called 'Ring the Bell' where the hawk would fly 5 feet over any hostile's head and caw upon passing.... any how, Blind isn't all that bad, and in fact I think a lot of people wouldn't mind playing a Blind Character if it came with Blind Fight for free, just pump that listen check. There are all sorts of other ways around blindness. Detect Magic, Detect Evil, Arcane Sight, all these things are great. Death Watch in particular.

That's a neat trick. I really wanted them to have blinsight though... What If I made them that way and then gave them blindsight as a racial feat? Maybe one to get blindsense and one more to get blindsight at higher levels? Or what about it starts off as blindfight and a listen bonus and Improves to blindsense at 5th and blindsight at 10th?

Edit:


This. Yes.
Allips... allips... allips...
Uttermadness... absosolute missunderstanding, the inability to communicate pain and suffering. Whose gunna listen to an allip? Something that doesn't understand language yet. What doesn't know how to communicate it's sufferings besides a wild wailing noise? Babies.
Doesn't even have to be in the womb, just abandoned really. Maybe even raised by allips. Why? Who knows why allips do things... OH man! Worshiped by allips. Why not? It's a living thing that expresses its suffering in the same manner they do, it's like a god to them.
What a poor poor poor crazy creature that would make.
Maybe capable of learning languages but suffers a sever social penalty for not really understanding how they work. 'This Hose Make Death After it Fall Eat We it? Hungry Loud' sort of deal.

Of course I may just be crazy.

I like this. very much so.

Jarrick
2010-10-30, 11:38 AM
Their strong will to live drives them forth against adversity.
Atrophics are up. :smallbiggrin:

As a side note: Upon further consideration, I think I might be able to get away with more than I've been doing on some of these races. The Deadborn subtype is decidedly weaker than the "Humanoid (Planetouched)" type that lesser versions of planetouched races get.
For those who arent familiar, this means that Aasimar and Tieflings can be played as LA +0 races if you change their type to humanoid (Planetouched) because the subtype means they are vulnerable to both effects that target humanoids and those that target outsiders. The Deadborn subtype is an even bigger weakness though, since there are a lot more spells that negatively impact undead than outsiders.
The reason I mention this is beacue I think I could possibly get away with eliminating the Con penaly that Atrophics get.
Compare what they get to what a LA+0 Aasimar gets and let me know what you think.

This is probably the last race I'll get to do this weekend due to other projects I'm working on, but I'll be checking in to see everyone's comments anyways. :smallbiggrin:

LOTRfan
2010-10-30, 01:08 PM
Well, it looks like I have my Big Bad's Dragon. :smallbiggrin:

I like the negative energy aura, and the speak with dead is cool. Perhaps the negative aura could also give a +1 profane bonus to unintelligent undead surrounding it (to mimic the much more powerful create dead at will power of the Atropal)?

I was going to say that Favored Soul had to be the favored class because of its connection to the gods, but I see you have that covered.

Jolly
2010-10-30, 10:13 PM
I've been thinking... If you changed the "Deadborn" sub- racial resistance to be more in line with the Tomb Tainted Soul feat, I feel like that would be acceptable. Perhaps have two possibilities for Deadborn, one with fully undead reactions to negative energy and less sub-type characteristics to balance and one that does the half and half (which seems like a pretty strong drawback btw).

Jarrick
2010-10-31, 04:05 PM
Reminders of a darkened past, cherished by the dark gods...
Defiled are up. :smallbiggrin:


I've been thinking... If you changed the "Deadborn" sub- racial resistance to be more in line with the Tomb Tainted Soul feat, I feel like that would be acceptable. Perhaps have two possibilities for Deadborn, one with fully undead reactions to negative energy and less sub-type characteristics to balance and one that does the half and half (which seems like a pretty strong drawback btw).

Eh, I don't really like the idea of the same subtype having two versions. When I started making the subtype, I originally thought that I would just make some changes to the Living Construct subtype, but I decided to go with something a little more original, but with similar drawbacks. I just wonder if I went too far. I think that if I gave them healing with negative energy, they'd be too powerful. I'd rule that one that took Tomb Tainted Soul would gain the full effects of negative energy healing and positive energy damage instead of the half and half version I have now. Likewise there could be a feat that gives them the opposite, full positive and negative healing and damage.

Jolly
2010-10-31, 04:50 PM
I guess it's just such a strong drawback that I don't feel it's warranted by the benefits they gain. Especially since they also have the "affected by humanoid and undead affecting spells" drawback.

Full negative energy healing is really only a big advantage if there's a Dread Necro in the party. Other than that, the worst that can happen is arcane casters have some limited healing abilities. Well, and I guess some immunities to undead attacks... Hmmm, so I suppose it is an advantage in that way.

Jolly
2010-10-31, 06:24 PM
Also, in terms of cool undead for this project, I'd love to see the Deathbringer from MM 2.

Jarrick
2010-10-31, 06:25 PM
Also, in terms of cool undead for this project, I'd love to see the Deathbringer from MM 2.

I already did that one. The Deadstock. :smallwink:

Jolly
2010-10-31, 09:11 PM
D'oh! Don't know how I missed that. Maybe the Nightwalker from MM 1?

Jarrick
2010-10-31, 09:20 PM
D'oh! Don't know how I missed that. Maybe the Nightwalker from MM 1?

And that's the one that's next on the "Coming soon" list. :smalltongue:

Jarrick
2010-10-31, 09:43 PM
I need some input. What should the ability score adjustments be on the nightshade race? Wis, Int, and Cha all work fairly well. Ideas?

Edit: They walk by night, through shadows unfathomable...
Shaded are up. :smallbiggrin:

Still needs input though.

Jolly
2010-10-31, 10:20 PM
Darn it! Repeated fail. In any case, I really like the shaded but that's at least a LA+1 I'd think.

Jarrick
2010-10-31, 10:26 PM
Darn it! Repeated fail. In any case, I really like the shaded but that's at least a LA+1 I'd think.

I wasnt sure. They get a lot of stuff, but its all fairly weak stuff. If they do deserve one, it would be for their ability adjustments I'd think...
I thought the daylight aversion as well as the built-in weaknesses of the deadborn subtype would be enough to even it out... :smallfrown:

Edit: Added telepathy and a LA. That should even things out.

AugustNights
2010-11-02, 07:24 AM
Huh. Could of sworn I posted a response.
Everything looks solid to me, except the charge healing.
I'm thinking a wand of light shouldn't be as nourishing as a wand of fireball, and thus charges may heal as a Cure spell of 1 lower, or 1d4 (in the event of L.1 and L.0 spells, and charges not related to spells.)

Just my thoughts.

LOTRfan
2010-11-02, 08:25 AM
Not really much of a comment, but "Level Adjustment: +1" is outside the spoiler tag. :smalltongue:

Can't wait for the allips.

Jarrick
2010-11-02, 03:39 PM
Huh. Could of sworn I posted a response.
Everything looks solid to me, except the charge healing.
I'm thinking a wand of light shouldn't be as nourishing as a wand of fireball, and thus charges may heal as a Cure spell of 1 lower, or 1d4 (in the event of L.1 and L.0 spells, and charges not related to spells.)

Just my thoughts.

I was beginning to wonder what happened to you guys. :smalltongue:
Oh yeah, I forgot that 0-level spells can be made into wands. I'll fix it. The trick, though, is staffs, which can have spells of multiple levels put in them that share the same charge pool. Hm...
Glad to have your thoughts. :smallbiggrin:


Not really much of a comment, but "Level Adjustment: +1" is outside the spoiler tag. :smalltongue:

Can't wait for the allips.

Oops :smallredface: I'll fix it. Thanks.
I'll get on those right now as soon as I can stop being distracted. :smallbiggrin:

PersonMan
2010-11-02, 03:45 PM
I can't say much about the mechanics, but I'll quite possibly be using these in a campaign setting of mine. It's perfect for the fluff of a necromancy-dependent nation to have quasi-undead citizens.

Jarrick
2010-11-02, 08:48 PM
I can't say much about the mechanics, but I'll quite possibly be using these in a campaign setting of mine. It's perfect for the fluff of a necromancy-dependent nation to have quasi-undead citizens.

That's almost the same capacity I was going to use them in. Cool. :smallbiggrin:


Tainted by madness unknowable...
Unsound are up. :smallbiggrin:

I think they need more though... they seem a little underwhelming, plus I need help with their origin. My brain isnt working very well today. :smalltongue:

As a racial substitution level, I'm thinking Dread Necro 7 getting an Allip familiar instead of its normal choices. Also Wisdom drain instead of Scabrous touch.

LOTRfan
2010-11-02, 08:57 PM
:smallbiggrin:

I love allips....

Alright, generally insanity is -6 Wis -6 Cha (as modeled in Heroes of Horror and the Derro entry), but what you did makes more sense, as it is not crippling/overpowering.

Origins.... the womb thing seems a little overdone, but what about the wisdom drain being used on pregnant mothers/small children?
OR
Maybe the descendants of the person who drove the allip insane, cursed to forever feel what their ancestor made the allip feel?

Jarrick
2010-11-02, 09:01 PM
I like the curse idea. I'll write it in. Thanks.

You think they enough interesting racial abilities?

LOTRfan
2010-11-02, 09:02 PM
I honestly think so, but I'm not good at balancing.

I just realized, I unwittingly stole the origin from the slaymate race. :smallsigh:

Jarrick
2010-11-02, 09:23 PM
I honestly think so, but I'm not good at balancing.

I just realized, I unwittingly stole the origin from the slaymate race. :smallsigh:

There's a name for claiming originality from subconscious memories, its a quirk of the mind, but I cant think of the name of the... whatever those mind quirks are called... (I need sleep... :smalltongue:). I do it myself sometimes.

Changes made, more quandries though.

radmelon
2010-11-03, 09:06 AM
The summoning idea does seem too powerful. Making the babble fascinate but at will I do like however... Go for it.

AugustNights
2010-11-03, 12:08 PM
Unsound should look like the Allip's former living self.
This is to further drive those who drove the allip to suicide mad.
(Think if you left a woman... or a man... or a dragon... for another, and they killed themself, and then your first born looked exactly like them... uy!)

Fascinated... or Fascinated with HD cap that scales with Unsound HD.


An unsound cannot be restored to sanity by any means short of a miracle or wish spell. I vote no. No sanity for the Unsound... it's like a Human without an extra feat and free skill points...

I do think the summoning is a bit much.
But here are some... fun ideas...

Madness Knowledge HD thing, like Bardic, except only usable 1 day and for anything. Crazy people tend to know some crazy stuff. (I use the word crazy lightly and mean no offense to anyone, I'm a member of the Icarus organization, and am really tired of walking on eggshells around mad-pride. Around any 'pride' organization really.)

Immunity to Fear effects is a thought.

Fain Death, as that they are born from suicides?

Augury like ability 1/day, flavor of just knowing that things will be bad if the halfling tries to open the door... There's a badness behind it.

Steal faces of those who have committed suicide? Or dead cretures? Like a Changeling's alterself like ability?

Healing from Madness/Confusion spells as a golem does from random spells?

Ability to 'Eat' wisdom from helpless creatures? Sort of like a psychic vampire?

Mild Illusion like SLAs that only effect 1 creature at a time (Inspiring Hallucinations within it) that scale from visual all the way to complete sensational with HD?


Synesthete (http://www.d20srd.org/srd/psionic/powers/synesthete.htm) like supernatural ability.

Racial bonus against social manipulations. It's very hard to lie to someone who doesn't understand you in the first place.

Immunity to language dependent spells?

A +5 Racial bonus to any skill selected at character creation, that may be used Cha mod /per day. A sort of Manic inspiration, or narrowly focused sharp mind.

Erratic Tics that give it a +2 bonus to Reflex saves? (Not the case IRL, believe you me.)

As for the summoning... why not, something like Dancing Lights, except they are shadowy whisps, that murmer giving the Unsound and nearby allips a bonus to their Mad-Babble DC? Or that if all four enter a creature's square that creature must make Fort/Will saves or lose Wisdom? Small hp each orb, and incorporeal, Low AC too.


That's about all I have right now. Hope any of that is useful.

Jarrick
2010-11-04, 07:04 PM
Ok, took some of the chumpion's ideas and improved the Unsound. Some of his other ideas will be made into feats later probably. Also, a new race...

Although they know it's unfair, they reveal themselves one mask at a time...
Masques are up. :smallbiggrin:

I thought about giving them Disguise self at will like a changeling, but to accomplish what I want to do, that would have entailed a level adjustment, or it would have stepped on the changeling's toes.

AugustNights
2010-11-04, 11:02 PM
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 visage 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.


As for stepping on the changeling's toes... well These guys seem Illusion Heavy, if it were an Illusion and not an actual transformation (as the Changeling's is) it would be different, ish. And It wouldn't merrit LA really. Not in my mind.Perhaps offer Disguise self as a SLA cha mod times per day?

Also, Burning with Self-Loathing the Midnight Star Avenger (http://www.giantitp.com/forums/showthread.php?p=9625608#post9625608) is up.

radmelon
2010-11-07, 12:03 PM
As another suggestion, how about the mummy? A nice classic monster with a lot of flavour. And now, an excuse to wear lots of scarves.:smallcool:

Jarrick
2010-11-07, 07:51 PM
Ok, I made some changes to the Masques and Grievers. Sorry I havent had much to say this week, its been a busy week.

@ Chumplump: I commented on your class on its thread, good work. :smallbiggrin:

@Radmelon: I avoided mummies on purpose, since they are deliberately created for a specific purpose and dont really seem very likely to pass on their traits to anyone. I suppose it could be an extension of the mummy's curse, but that idea is... tenuous at best. If you can come up with a good reason for them to be, I'll consider it. Unless your mummies are like Imhotep (or whatever his name was) from "The Mummy" though, I cant really see it happening. :smalltongue:

AugustNights
2010-11-08, 08:13 AM
Imhotep, is how they spelled it in the Movie.
But if you want to be accurate you'd spell it like this:
http://i765.photobucket.com/albums/xx295/AugustNight/Imhotep.png

Jarrick
2010-11-08, 08:35 AM
Imhotep, is how they spelled it in the Movie.
But if you want to be accurate you'd spell it like this:
http://i765.photobucket.com/albums/xx295/AugustNight/Imhotep.png

lmao.

Nice. I'll probably do a couple more races this afternoon, depending on how I feel.