The Death Touched

Properties

Attributes: Diverse

Favored Skills: Diverse

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 + highest attributes 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 + highest attributes modifier + your level versus such effects.

Vigor Mortis: You receive 2 points of natural armor class and +2 on AC against critical hits.

Darkvision: You possess darkvision 18m.

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

Subraces

Subraces

Deathless Ghul Moroi(Half-Vampire)

Deathless

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

Favored Skills: Lore, Occultism

Charm of Immortality: The Deathless has a special charm crafted in their flesh that occupies their amulet slot. It can be charged with a 1-hour ritual that requires components costing less than 1 gp. When the Deathless is reduced to 0 or fewer hitpoints, the charm discharges, lowering the damage by the Deathless's Occultism score.

When the Deathless would normally be killed by a death effect, the charm discharges instead and the Deathless stays unharmed.

While the charm is active, the Deathless does not age and is immune to aging effects.

Broad Arcane Knowledge: The Deathless may either increase their existing spell knowledge or receive spell-like abilities. If the Deathless has a spellcasting class, they choose one spell each level and add it to the Deathless's spell list. The spell must be a necromancy spell from the wizard's spell list or be theoretically accessible by the Deathless's class or archetype. Additionally, if the Deathless is an arcane caster, they receive one bonus spell slot for each level.

If the Deathless does not possess a spellcasting ability, they still choose one spell from the wizard's necromancy school each level with a maximum spell level up to half their level (round down). At first level the Deathless receives two wizard cantrips of choice instead. This spell becomes a spell-like ability usable once per day. The primary attribute for this ability is the Deathless's highest mental attribute.

Lesser Racial Power (Level 2): The Deathless receives +4 on caster level checks.

Moderate Racial Power (Level 4): The Deathless receives one point of temporary hitpoints per level + half their intelligence modifier after casting a necromancy spell. Those hitpoints last for one minute.

Greater Racial Power (Level 6): The Deathless receives the ability to perform a ritual of recharging their Charm of Immortality, remembering their total score and using that as the amount of damage the Charm of Immortality can lower to protect them.

Progression Options

Feats: None.

Ghul

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

Favored Skills: Athletics, 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.

Paralysis Immunity: Ghuls are immune to paralysis of other ghouls and ghoul touch spells.

Lesser Racial Power (Level 2): Once per encounter, a Ghul may use Ghoul Touch as the spell. This is a supernatural ability that affects all living creatures not only humanoids. The DC is constitution based.

Moderate Racial Power (Level 4): Ghuls receive a profane bonus of +2 to their strength.

Greater Racial Power (Level 6): Instead of the normal Ultimate 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 a target it hit by one or multiple spores, they must succeed a fortitude save each round or are paralyzed for 1 round. The spores stay active until removed with a standard action (heal DC 10), swift action (heal DC 30) or when they move at least 12m. The saving throw is constitution based. After half your level turns the spores become useless and fall off.

Progression Options

Feats: Denial Of Heritage, Disciplined, Leeching From The Living, Savagery

Moroi(Half-Vampire)

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

Favored Skills: Diplomacy, Stealth

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 self-control 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 (Level 2): 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 trickery modifier is required to notice the gaze.

Moderate Racial Power (Level 4): 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 (Level 6): 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.

Progression Options

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