rferries
2018-02-21, 10:38 PM
A "race" of undead arising from standard undead. Skeletons that have stood guard for centuries and spontaneously awakened, spirits conjured up by residual magic around a battlefield, mortal commoners who were forced into cannibalism and became cursed to become zombies or vampires, and so forth.
Necropolitans retain memories of their mortal lives but this isn't really intended as a template. As with elves, Necropolitans might have existed for an arbitrarily long time but they've only recently decided to start adventuring (so they still start at 1st level rather than 20th or somesuch).
All Necropolitans were originally humans, save those that have the Mortal Memories feat. I'm dithering about what happens if they're raised - either they turn back into their mortal race or they come back as Necropolitans (except via true resurrection or similarly powerful effects).
P.S. For the purpose of this race, undead have Constitution scores (http://www.giantitp.com/forums/showthread.php?533099-Potential-houserule-Constitution-scores-for-constructs-and-undead&p=22283354#post22283354).
https://i.imgur.com/yVt5fMy.png
Necropolitans
Physical Description: Necropolitans vary in appearance according to their particular subtype, but generally resemble their standard undead counterparts. Skeletons are skeletons, zombies are rotted cadavers, vampires are pale with ruby-red eyes, and spirits are luminous and translucent versions of their living selves (often bearing obvious mortal wounds or skeletal visages).
Society: Due to their unnatural origins Necropolitans are not very numerous, though occasionally enough of them congregate to form a city (called a Necropolis, appropriately enough). These cities might also be formed wholesale by a divine curse upon a mortal city or graveyard, and so forth. Otherwise, Necropolitan society is generally limited to individual Necropolitans and small groups.
Relations: Necropolitans are rarely welcomed by other races, often leading to bitterness on both sides (and self-hatred amongst Necropolitans for their "curse"). Often their only options for alliances are with cults of death and evil, even if the Necropolitans themselves are benign.
Alignment and Religion: Many Necropolitans forsake the gods and alignments they followed in life, tending towards Chaos and Evil (or at least Neutrality) out of bitterness. However, more than a few remain true to themselves and do their best to get on with (un)life.
Adventurers: Even the most mild-mannered commoner can become bored in the face of Necropolitan immortality. Many become adventurers, seeking excitement, destruction (as an escape from themselves), or even a cure for their condition.
https://i.imgur.com/8SEVppm.jpg
Necropolitan Racial Traits
+2 Constitution: Necropolitans vary greatly according to their type, but all of them possess unnatural vitality.
Mortal Undead: Necropolitans are undead creatures with the human and mortal subtypes. As undead creatures they do not need to breathe, eat, or sleep.
Mortal (Ex): This creature lacks the immunities normally granted by virtue of its type. It may be raised by raise dead and similar effects, regardless of its type. Furthermore, a creature of this type may only assume humanoid forms when using the alter self spell.
Medium: Necropolitans are Medium creatures and receive no bonuses or penalties due to their size.
Necropolitan Subrace (Ex): Each Necropolitan begins play as a particular kind of undead (see below).
Tireless Tread (Ex): Necropolitans have a base speed of 30 feet, and their speed is never modified by armor or encumbrance.
Discorporation (Ex): A Necropolitan is not permanently harmed by the loss of a limb, head, or other vital organ (though it may greatly reduce their combat effectiveness). They may reattach a severed body part as a free action by holding it to the stump.
Necropolitan Immunities (Ex): Necropolitans are immune to sleep effects, fatigue, exhaustion, nonlethal damage, and nonmagical poisons and diseases. They are immune to level drain, death effects, and negative energy effects (and are in fact healed by negative energy). They are susceptible to ability drain (from non-negative energy sources) but may heal it as though it were ability damage.
Necropolitan Resistances (Ex): Necropolitans have a +2 racial bonus on saves against mind-affecting effects and on all Fortitude saves. These bonuses do not apply against effects that also affect undead or objects.
Necropolitan Vulnerabilities (Ex): Necropolitans are harmed by positive energy effects just as standard undead. They can be rebuked and turned by turn attempts.
Turn Resistance (Su): Necropolitans have turn resistance equal to +2 plus their Charisma bonus (if any).
Favoured Class: The class in which a Necropolitan takes their first character level (no matter how adventurous they might become in undeath, a Necropolitan still clings to their mortal life).
Languages: Necropolitans begin play speaking all languages they knew in life (see Automatic Languages and Bonus Languages for humans in the SRD).
Level Adjustment: +1.
https://i.imgur.com/Q55ztyc.jpg
Necropolitan Subraces
All traits given below are in addition to those of a base necropolitan.
Skeleton
You are a fleshless skeleton. You gain a +2 bonus to your Dexterity score, a -2 penalty to your Strength score, and damage reduction 5/bludgeoning. Unlike other undead creatures, you may be treated with the Heal skill to regain hit points (by reassembling/splinting your bones).
Spirit
You are an incorporeal spirit. You gain a +2 bonus to your Charisma score, a fly speed equal to your base land speed with perfect maneuverability, and the incorporeal subtype. Although this gives you incredible freedom and protects you from many dangers you have great difficulty in affecting the material plane (see below).
Ghostly Arms and Armour (Ex): You retain ghostly versions of any equipment you were originally buried with or slain whilst possessing (read: purchased at character creation). You may manipulate these items as though they were substantial for you and they retain all their normal properties, though they cannot reliably be used to harm corporeal creatures (see Insubstantial, below).
Your corpse must wield, wear, or carry the physical versions of these items on its person at all times (generally limiting your spiritual self to one suit of armour, one melee weapon and a shield (or two melee weapons, or one two-handed melee weapon), two magic rings, and so forth).
Whenever you gain a level you may choose to inter any number of new items with your corpse, losing the benefits of any prior item that would compete for the same body slot and gaining a ghostly version of the new item. You may also upgrade preexisting items (e.g. with new enhancement bonuses) in this way.
If the spiritual items are damaged or destroyed, the physical items are similarly damaged and destroyed (and vice versa). If the spiritual items are removed from your person they vanish and reappear 24 hours later. If the physical items are removed from your corpse their spiritual versions vanish until the physical items are returned.
Insubstantial (Ex): Corporeal creatures have a 50% chance to ignore your attacks and spells, except for [Force] effects and those made with ghost touch weapons. You cannot manipulate corporeal objects other than those from your Ghostly Arms and Armour.
Vampire
You are a blood-drinking vampire. You gain a +2 bonus to your Charisma and Strength scores, and damage reduction 5/silver.
Sunlight Vulnerability (Ex): While in areas of natural sunlight you are dazzled and automatically catch fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire), taking 1d6 points of fire damage per round. The flames cannot be prevented or extinguished while you remain exposed to the light, save by magical means.
Zombie
You are a shambling zombie. You gain a +2 bonus to your Strength score, a -2 penalty to your Dexterity score, and damage reduction 5/slashing.
https://i.imgur.com/CTILCX0.jpg
Necropolitan Feats
Brain-Eater
Braaaaaaaaaaaains...
Prerequisites
Necropolitan (zombie).
Benefits
As a full-round action you may extract and devour the brain of a fresh (i.e. slain within the last hour) humanoid corpse. Whenever you do so, you heal hit points and ability damage as though you had rested for a night. Additionally, you gain a +2 insight bonus to all of your mental ability scores for the next 24 hours.
Death's Grin
Your skeletal smile and morbid sense of humour are infectious.
Prerequisites
Necropolitan (skeleton), character level 3rd.
Benefits
Your charm, fear, and other morale mind-affecting effects affect undead creatures.
Once per day you may duplicate the effects of hideous laughter as a supernatural ability (DC 10 + 1/2 your character level + your Charisma modifier, caster level = your character level). This counts as a morale effect.
Danse Macabre
No matter one's station in life, the Danse Macabre unites us all.
Prerequisites
Necropolitan (skeleton), Death's Grin, character level 15th.
Benefits
You may use your hideous laughter ability at will. Additionally, three times per day you may use it to duplicate irresistible dance instead (no save).
Ghost Powers
You have learned some of ways in which your kind can harm mortals.
Prerequisites
Necropolitan (spirit), character level 9th.
Benefits
Choose a ghost special attack (http://www.d20srd.org/srd/monsters/ghost.htm) other than manifestation (corrupting gaze, corrupting touch, draining touch, frightful moan, horrific appearance, malevolence, or telekinesis). You gain that special attack (any save is DC 10 + 1/2 your character level + your Charisma modifier, any caster level is equal to your character level).
Damage from corrupting touch applies to attacks you make with natural weapons and any weapons you wield, at your option.
Special
You may select Ghost Powers more than once, each time selecting a different special attack.
Spectral Touch
You touch drains life-energy.
Prerequisites
Necropolitan (spirit), Ghost Powers (corrupting touch or draining touch), character level 15th.
Benefits
Living creatures hit by your touch attacks or any weapons you wield gain one negative level. For each negative level bestowed, you gain 5 temporary hit points.
Ghoulishness
You are no mere zombie, but in fact a flesh-eating ghoul!
Prerequisites
Necropolitan (zombie), must be taken at 1st level.
Benefits
Once per hour you may devour humanoid flesh to heal hit points and ability damage as though you had rested a night. The flesh may have been dead for any length of time but you must spend at least 10 minutes feasting in this way (so the corpse(s) must be mostly intact to start with, lest you run out of food). You may pause and resume feasting at any time within the hour.
You gain two claw attacks as primary natural attacks (dealing 1d4 damage) and a bite attack as a secondary natural attack (dealing 1d6 damage). Creatures hit by your bite must make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier) or contract ghoul fever as though you were a ghoul.
Special
If you died at sea (and with the DM's option), you may also gain the aquatic subtype and 30-foot swim speed of a lacedon.
Ghastly
You are as dangerous and loathesome as a ghast.
Prerequisites
Necropolitan (zombie), Ghoulishness, character level 6th.
Benefits
Any creature hit by one of your natural attacks must make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier, caster level = your character level) or take 1d4 points of Dexterity and Strength damage.
You radiate a noxious cloud of stench out to 10 feet. Living creatures within 10 feet must succeed on a Fortitude save (DC as above) or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Necropolitans and creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. You cannot suppress this ability.
Kiss of the Vampire
You have come to crave the taste of mortal blood, and those you bite fall under your spell.
Prerequisites
Necropolitan (vampire).
Benefits
Whenever you successfully pin a living opponent, you may bite them as a free action to drain their blood, dealing 1d4 points of Constitution, Dexterity, and Strength damage. Whenever you drain blood in this way you heal 5 hit points (any excess hit points are lost).
Add your character level as an insight bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks you make against any creature you have bitten via this feat. Such creatures can never have a worse attitude than "unfriendly (http://www.d20srd.org/srd/skills/diplomacy.htm)" towards you.
Vampiric Powers
You have gained some of the powers of the Nosferatu.
Prerequisites
Necropolitan (vampire), Kiss of the Vampire, character level 9th.
Benefits
You gain the ability to use gaseous form (self only), polymorph (self only, and only into a bat, dire bat, dire wolf, or wolf), suggestion, and summon swarm (bats or rats only) each once per day as a supernatural ability (any save is DC 10 + 1/2 your character level + your Charisma modifier, any caster level is equal to your character level).
Material Influence
Through great effort you have learned to affect the material world, at least in part.
Prerequisites
Necropolitan (spirit), Spell Focus or Weapon Focus, character level 3rd.
Benefits
You may ignore your Insubstantial special quality for spells of the school(s) you have selected for Spell Focus as well as for weapons you have selected for Weapon Focus (provided they are part of your Ghostly Arms and Armour). This allows you to use those spells and weapons on corporeal creatures without a 50% chance for failure.
Mummy's Burial
You were buried in a special religious ritual and are now a bandage-swathed mummy.
Prerequisites
Necropolitan (skeleton or zombie), must be selected at 1st level.
Benefits
You gain +2 Charisma and +2 Wisdom (in additional to your base racial ability adjustments for being a skeleton or zombie).
Special
If you take this feat you are no longer considered a skeleton or zombie for the purpose of other Necropolitan racial feats.
Mummy's Curse
You may call down a terrible curse upon your enemies.
Prerequisites
Necropolitan, Mummy's Curse, character level 6th.
Benefits
You may use bestow curse three times per day as a supernatural ability (DC 10 + 1/2 your character level + your Charisma modifier, caster level = your character level).
Memories of Life
You retain some of your old human adaptability, or perhaps originated from a non-human race.
Prerequisites
Necropolitan, must be selected at 1st level.
Benefits
You gain 4 extra skill points and 1 extra skill point at each additional level.
Alternatively, choose another core race (dwarf, elf, gnome, half-elf, halfling, or half-orc). You gain the traits of that race in addition to those for being a Necropolitan. Adjust your racial subtypes, movement speed, favoured class, and languages as appropriate.
Play Dead
You can hold yourself so still that you appear to be a normal corpse, and you recover more quickly while "resting".
Prerequisites
Necropolitan (non-spirit).
Benefits
You may hold yourself so still that you appear to be a mundane corpse (this generally requires you to first drop prone, unless you can prop yourself up against a wall or somesuch). A Spot check (DC 20 + your character level) is required to notice that you are actually undead. While "resting" you may only take purely mental actions, or the effect is broken.
While immobile in this way, you heal hit points and ability damage every hour rather than every day.
Pop It Back
Your dislocated bones can be reconnected just as easily.
Prerequisites
Necropolitan (skeleton), Play Dead, character level 6th.
Benefits
You gain fast healing 1.
Whenever you are reduced below 0 hit points, you are not destroyed. Instead, your fast healing continues to function as your bones reassemble themselves. The only way for your enemies to overcome this feat is with appropriate spells (disintegrate, wish, etc.) or by reducing you to below 0 hit points and then destroying your body with a bonfire or other source of energy damage (e.g. an acid pool, a wall of ice, etc.).
Undying Armour
Rigor mortis grants you unnatural toughness.
Prerequisites
Necropolitan (non-spirit), character level 3rd.
Benefits
You gain a natural armour bonus equal to one-third your character level.
Undying Resistance
Your cadaverous (or spectral) flesh is inured to the elements.
Prerequisites
Necropolitan.
Benefits
You gain resistance to cold and electricity each equal to your character level, stacking with all other forms of energy resistance.
Necropolitans retain memories of their mortal lives but this isn't really intended as a template. As with elves, Necropolitans might have existed for an arbitrarily long time but they've only recently decided to start adventuring (so they still start at 1st level rather than 20th or somesuch).
All Necropolitans were originally humans, save those that have the Mortal Memories feat. I'm dithering about what happens if they're raised - either they turn back into their mortal race or they come back as Necropolitans (except via true resurrection or similarly powerful effects).
P.S. For the purpose of this race, undead have Constitution scores (http://www.giantitp.com/forums/showthread.php?533099-Potential-houserule-Constitution-scores-for-constructs-and-undead&p=22283354#post22283354).
https://i.imgur.com/yVt5fMy.png
Necropolitans
Physical Description: Necropolitans vary in appearance according to their particular subtype, but generally resemble their standard undead counterparts. Skeletons are skeletons, zombies are rotted cadavers, vampires are pale with ruby-red eyes, and spirits are luminous and translucent versions of their living selves (often bearing obvious mortal wounds or skeletal visages).
Society: Due to their unnatural origins Necropolitans are not very numerous, though occasionally enough of them congregate to form a city (called a Necropolis, appropriately enough). These cities might also be formed wholesale by a divine curse upon a mortal city or graveyard, and so forth. Otherwise, Necropolitan society is generally limited to individual Necropolitans and small groups.
Relations: Necropolitans are rarely welcomed by other races, often leading to bitterness on both sides (and self-hatred amongst Necropolitans for their "curse"). Often their only options for alliances are with cults of death and evil, even if the Necropolitans themselves are benign.
Alignment and Religion: Many Necropolitans forsake the gods and alignments they followed in life, tending towards Chaos and Evil (or at least Neutrality) out of bitterness. However, more than a few remain true to themselves and do their best to get on with (un)life.
Adventurers: Even the most mild-mannered commoner can become bored in the face of Necropolitan immortality. Many become adventurers, seeking excitement, destruction (as an escape from themselves), or even a cure for their condition.
https://i.imgur.com/8SEVppm.jpg
Necropolitan Racial Traits
+2 Constitution: Necropolitans vary greatly according to their type, but all of them possess unnatural vitality.
Mortal Undead: Necropolitans are undead creatures with the human and mortal subtypes. As undead creatures they do not need to breathe, eat, or sleep.
Mortal (Ex): This creature lacks the immunities normally granted by virtue of its type. It may be raised by raise dead and similar effects, regardless of its type. Furthermore, a creature of this type may only assume humanoid forms when using the alter self spell.
Medium: Necropolitans are Medium creatures and receive no bonuses or penalties due to their size.
Necropolitan Subrace (Ex): Each Necropolitan begins play as a particular kind of undead (see below).
Tireless Tread (Ex): Necropolitans have a base speed of 30 feet, and their speed is never modified by armor or encumbrance.
Discorporation (Ex): A Necropolitan is not permanently harmed by the loss of a limb, head, or other vital organ (though it may greatly reduce their combat effectiveness). They may reattach a severed body part as a free action by holding it to the stump.
Necropolitan Immunities (Ex): Necropolitans are immune to sleep effects, fatigue, exhaustion, nonlethal damage, and nonmagical poisons and diseases. They are immune to level drain, death effects, and negative energy effects (and are in fact healed by negative energy). They are susceptible to ability drain (from non-negative energy sources) but may heal it as though it were ability damage.
Necropolitan Resistances (Ex): Necropolitans have a +2 racial bonus on saves against mind-affecting effects and on all Fortitude saves. These bonuses do not apply against effects that also affect undead or objects.
Necropolitan Vulnerabilities (Ex): Necropolitans are harmed by positive energy effects just as standard undead. They can be rebuked and turned by turn attempts.
Turn Resistance (Su): Necropolitans have turn resistance equal to +2 plus their Charisma bonus (if any).
Favoured Class: The class in which a Necropolitan takes their first character level (no matter how adventurous they might become in undeath, a Necropolitan still clings to their mortal life).
Languages: Necropolitans begin play speaking all languages they knew in life (see Automatic Languages and Bonus Languages for humans in the SRD).
Level Adjustment: +1.
https://i.imgur.com/Q55ztyc.jpg
Necropolitan Subraces
All traits given below are in addition to those of a base necropolitan.
Skeleton
You are a fleshless skeleton. You gain a +2 bonus to your Dexterity score, a -2 penalty to your Strength score, and damage reduction 5/bludgeoning. Unlike other undead creatures, you may be treated with the Heal skill to regain hit points (by reassembling/splinting your bones).
Spirit
You are an incorporeal spirit. You gain a +2 bonus to your Charisma score, a fly speed equal to your base land speed with perfect maneuverability, and the incorporeal subtype. Although this gives you incredible freedom and protects you from many dangers you have great difficulty in affecting the material plane (see below).
Ghostly Arms and Armour (Ex): You retain ghostly versions of any equipment you were originally buried with or slain whilst possessing (read: purchased at character creation). You may manipulate these items as though they were substantial for you and they retain all their normal properties, though they cannot reliably be used to harm corporeal creatures (see Insubstantial, below).
Your corpse must wield, wear, or carry the physical versions of these items on its person at all times (generally limiting your spiritual self to one suit of armour, one melee weapon and a shield (or two melee weapons, or one two-handed melee weapon), two magic rings, and so forth).
Whenever you gain a level you may choose to inter any number of new items with your corpse, losing the benefits of any prior item that would compete for the same body slot and gaining a ghostly version of the new item. You may also upgrade preexisting items (e.g. with new enhancement bonuses) in this way.
If the spiritual items are damaged or destroyed, the physical items are similarly damaged and destroyed (and vice versa). If the spiritual items are removed from your person they vanish and reappear 24 hours later. If the physical items are removed from your corpse their spiritual versions vanish until the physical items are returned.
Insubstantial (Ex): Corporeal creatures have a 50% chance to ignore your attacks and spells, except for [Force] effects and those made with ghost touch weapons. You cannot manipulate corporeal objects other than those from your Ghostly Arms and Armour.
Vampire
You are a blood-drinking vampire. You gain a +2 bonus to your Charisma and Strength scores, and damage reduction 5/silver.
Sunlight Vulnerability (Ex): While in areas of natural sunlight you are dazzled and automatically catch fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire), taking 1d6 points of fire damage per round. The flames cannot be prevented or extinguished while you remain exposed to the light, save by magical means.
Zombie
You are a shambling zombie. You gain a +2 bonus to your Strength score, a -2 penalty to your Dexterity score, and damage reduction 5/slashing.
https://i.imgur.com/CTILCX0.jpg
Necropolitan Feats
Brain-Eater
Braaaaaaaaaaaains...
Prerequisites
Necropolitan (zombie).
Benefits
As a full-round action you may extract and devour the brain of a fresh (i.e. slain within the last hour) humanoid corpse. Whenever you do so, you heal hit points and ability damage as though you had rested for a night. Additionally, you gain a +2 insight bonus to all of your mental ability scores for the next 24 hours.
Death's Grin
Your skeletal smile and morbid sense of humour are infectious.
Prerequisites
Necropolitan (skeleton), character level 3rd.
Benefits
Your charm, fear, and other morale mind-affecting effects affect undead creatures.
Once per day you may duplicate the effects of hideous laughter as a supernatural ability (DC 10 + 1/2 your character level + your Charisma modifier, caster level = your character level). This counts as a morale effect.
Danse Macabre
No matter one's station in life, the Danse Macabre unites us all.
Prerequisites
Necropolitan (skeleton), Death's Grin, character level 15th.
Benefits
You may use your hideous laughter ability at will. Additionally, three times per day you may use it to duplicate irresistible dance instead (no save).
Ghost Powers
You have learned some of ways in which your kind can harm mortals.
Prerequisites
Necropolitan (spirit), character level 9th.
Benefits
Choose a ghost special attack (http://www.d20srd.org/srd/monsters/ghost.htm) other than manifestation (corrupting gaze, corrupting touch, draining touch, frightful moan, horrific appearance, malevolence, or telekinesis). You gain that special attack (any save is DC 10 + 1/2 your character level + your Charisma modifier, any caster level is equal to your character level).
Damage from corrupting touch applies to attacks you make with natural weapons and any weapons you wield, at your option.
Special
You may select Ghost Powers more than once, each time selecting a different special attack.
Spectral Touch
You touch drains life-energy.
Prerequisites
Necropolitan (spirit), Ghost Powers (corrupting touch or draining touch), character level 15th.
Benefits
Living creatures hit by your touch attacks or any weapons you wield gain one negative level. For each negative level bestowed, you gain 5 temporary hit points.
Ghoulishness
You are no mere zombie, but in fact a flesh-eating ghoul!
Prerequisites
Necropolitan (zombie), must be taken at 1st level.
Benefits
Once per hour you may devour humanoid flesh to heal hit points and ability damage as though you had rested a night. The flesh may have been dead for any length of time but you must spend at least 10 minutes feasting in this way (so the corpse(s) must be mostly intact to start with, lest you run out of food). You may pause and resume feasting at any time within the hour.
You gain two claw attacks as primary natural attacks (dealing 1d4 damage) and a bite attack as a secondary natural attack (dealing 1d6 damage). Creatures hit by your bite must make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier) or contract ghoul fever as though you were a ghoul.
Special
If you died at sea (and with the DM's option), you may also gain the aquatic subtype and 30-foot swim speed of a lacedon.
Ghastly
You are as dangerous and loathesome as a ghast.
Prerequisites
Necropolitan (zombie), Ghoulishness, character level 6th.
Benefits
Any creature hit by one of your natural attacks must make a Fortitude save (DC 10 + 1/2 your character level + your Charisma modifier, caster level = your character level) or take 1d4 points of Dexterity and Strength damage.
You radiate a noxious cloud of stench out to 10 feet. Living creatures within 10 feet must succeed on a Fortitude save (DC as above) or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Necropolitans and creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. You cannot suppress this ability.
Kiss of the Vampire
You have come to crave the taste of mortal blood, and those you bite fall under your spell.
Prerequisites
Necropolitan (vampire).
Benefits
Whenever you successfully pin a living opponent, you may bite them as a free action to drain their blood, dealing 1d4 points of Constitution, Dexterity, and Strength damage. Whenever you drain blood in this way you heal 5 hit points (any excess hit points are lost).
Add your character level as an insight bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks you make against any creature you have bitten via this feat. Such creatures can never have a worse attitude than "unfriendly (http://www.d20srd.org/srd/skills/diplomacy.htm)" towards you.
Vampiric Powers
You have gained some of the powers of the Nosferatu.
Prerequisites
Necropolitan (vampire), Kiss of the Vampire, character level 9th.
Benefits
You gain the ability to use gaseous form (self only), polymorph (self only, and only into a bat, dire bat, dire wolf, or wolf), suggestion, and summon swarm (bats or rats only) each once per day as a supernatural ability (any save is DC 10 + 1/2 your character level + your Charisma modifier, any caster level is equal to your character level).
Material Influence
Through great effort you have learned to affect the material world, at least in part.
Prerequisites
Necropolitan (spirit), Spell Focus or Weapon Focus, character level 3rd.
Benefits
You may ignore your Insubstantial special quality for spells of the school(s) you have selected for Spell Focus as well as for weapons you have selected for Weapon Focus (provided they are part of your Ghostly Arms and Armour). This allows you to use those spells and weapons on corporeal creatures without a 50% chance for failure.
Mummy's Burial
You were buried in a special religious ritual and are now a bandage-swathed mummy.
Prerequisites
Necropolitan (skeleton or zombie), must be selected at 1st level.
Benefits
You gain +2 Charisma and +2 Wisdom (in additional to your base racial ability adjustments for being a skeleton or zombie).
Special
If you take this feat you are no longer considered a skeleton or zombie for the purpose of other Necropolitan racial feats.
Mummy's Curse
You may call down a terrible curse upon your enemies.
Prerequisites
Necropolitan, Mummy's Curse, character level 6th.
Benefits
You may use bestow curse three times per day as a supernatural ability (DC 10 + 1/2 your character level + your Charisma modifier, caster level = your character level).
Memories of Life
You retain some of your old human adaptability, or perhaps originated from a non-human race.
Prerequisites
Necropolitan, must be selected at 1st level.
Benefits
You gain 4 extra skill points and 1 extra skill point at each additional level.
Alternatively, choose another core race (dwarf, elf, gnome, half-elf, halfling, or half-orc). You gain the traits of that race in addition to those for being a Necropolitan. Adjust your racial subtypes, movement speed, favoured class, and languages as appropriate.
Play Dead
You can hold yourself so still that you appear to be a normal corpse, and you recover more quickly while "resting".
Prerequisites
Necropolitan (non-spirit).
Benefits
You may hold yourself so still that you appear to be a mundane corpse (this generally requires you to first drop prone, unless you can prop yourself up against a wall or somesuch). A Spot check (DC 20 + your character level) is required to notice that you are actually undead. While "resting" you may only take purely mental actions, or the effect is broken.
While immobile in this way, you heal hit points and ability damage every hour rather than every day.
Pop It Back
Your dislocated bones can be reconnected just as easily.
Prerequisites
Necropolitan (skeleton), Play Dead, character level 6th.
Benefits
You gain fast healing 1.
Whenever you are reduced below 0 hit points, you are not destroyed. Instead, your fast healing continues to function as your bones reassemble themselves. The only way for your enemies to overcome this feat is with appropriate spells (disintegrate, wish, etc.) or by reducing you to below 0 hit points and then destroying your body with a bonfire or other source of energy damage (e.g. an acid pool, a wall of ice, etc.).
Undying Armour
Rigor mortis grants you unnatural toughness.
Prerequisites
Necropolitan (non-spirit), character level 3rd.
Benefits
You gain a natural armour bonus equal to one-third your character level.
Undying Resistance
Your cadaverous (or spectral) flesh is inured to the elements.
Prerequisites
Necropolitan.
Benefits
You gain resistance to cold and electricity each equal to your character level, stacking with all other forms of energy resistance.