The Death Touched

Properties

Attributes: Depends on the subrace

Favored Skills: Depends on the subrace

Size: Medium

Type: Humanoid(Death Touched)

Movement: 9m

Features

Death Touched: As death touched you are resistant to death effects, poison, diseases, sleep, fatigue, exhaustion, ability and energy damage and drain and receive holistic resistance for exactly these abilities equal to 10 + your charisma modifier + your level.

You are healed by negative energy and positive energy but only healed half the normal. Abilities that are explicitly based on based on channel (divine) energy or turn undead, abilities that explicitly tell that they do not work on undead or harm undead are affected by this ability. Any other work fine.

Weaknesses:

When you receive the dying condition, you cannot lose this condition by gaining hit points until daylight falls.

You are subject to channel energy, turn undead and anti-undead abilities as an undead. However, you have holistic resistance equal to 10 + your charisma modifier + your level versus such effects.

Darkvision: You possess darkvision 18m.

Feats: Good Soul, Hunter Of The Past, Nocturnal Predator, Rigor Mortis, Special Heritage

Subraces

Ghul

Attributes: +2 Strength, +2 Constitution, -2 Intelligence

Favored Skills: Athletics and Stealth

Hunger: A Ghul needs to eat raw meat from sapient creatures to naturally heal.

Claw and tooth: Ghuls have a bite attack (1d10, 20/x3, piercing) and claw attacks (1d8, 19-20/x2, slashing).

Devour Meat: A Ghul can eat the flesh of a helpless or grabbed (with the combat maneuver) creature. When successfully using the grab combat maneuver or doing an attack action against a helpless foe, he may make free bite attack at full base attack bonus.

Stench: Ghuls exude an overwhelming stink of death in a 3m radius. Anyone within the stench must make a fortitude save or be sickened for 1d6 minutes. The DC is constitution based.

Lesser Racial Power: Ghuls gain half their level as natural armor class.

Moderate Racial Power: Ghuls receive a profane bonus of +2 to their strength.

Greater Racial Power: Instead of the normal capstone ability the Ghul can exude a cloud of spores, paralyzing nearby enemies:

Cloud of Spores: Make up to your level ranged touch attacks at creatures within 6m. If you hit, they must succeed a fortitude save or is paralyzed for 1 turn. The spores stay active until removed with a standard action (heal DC 10) or when using any action that has at least a double move. The saving throw is constitution based. After half your level turns the spores become useless and fall off. This ability cannot be used while raging.

Feats: Denial Of Heritage, Disciplined, Savagery

Koschei(Deathless)

Attributes: -2 Dexterity, +2 Intelligence, +2 Wisdom

Favored Skills: Knowledge(Arcane), Skills used during incantations

Charm of Immortality: You have a special charm crafted in your flesh that occupies your amulet slot. You can charge it with an 1 hour ritual, that requires components cheaper than 1 gp. When you would be killed by hitpoint damage, lower the damage by your knowledge(arcana) score, the charm discharges and you survive with 0 hitpoints sleeping and stabilized. When you would normally be killed by a death effect, your charm discharges instead and you stay unharmed.

Lesser Racial Power: Choose 3 wizard cantrips, you can cast them using your highest mental attribute.

Moderate Racial Power: While your charm is active, you do not age and you are immune to aging effects.

Greater Racial Power: You receive a first level spell slot + half your highest mental modifier bonus spell slots. You have 2 spells known from the wizard spell list.

Feats: None.

Moroi(Half-Vampire)

Attributes: +2 Strength, +2 Charisma, -2 Wisdom

Favored Skills: Stealth and Bluff

Lightless Vision: Moroi see through magical darkness.

Exquisite Taste: Moroi must nourish fresh blood. Only on days which he digested blood of a sentient being he receives hitpoints back by natural healing. A bluff check is required to do not show the disgust when eating vegetables.

Blood Drain: Moroi deals half his level additional damage to living creatures when using unarmed strikes. When dealing damage to a living creature in this manner the Moroi heals half his level hitpoints. This healing is not improved by any other ability.

Lesser Racial Power: A Moroi has an influencing gaze which works like a gaze attack version of the charm person spell. It can be used at will with a charisma based save. A perception check equal to 10 + the Moroi's bluff modifier is required to notice the gaze.

Moderate Racial Power: When using a move action to move inside an area of darkness, the Moroi may choose to be affected by the snake swiftness spell. This is a supernatural ability and cannot be dispelled.

Greater Racial Power: In the area of darkness, the Moroi is affected by the haste spell, the bonus to AR, AC and Reflex are doubled. This is a supernatural ability and cannot be dispelled.

Feats: Blood Mastery, Life Stealer, Natural Charmer, Savagery, Ultimate Power