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Corpseborn (3.5e Race)

Revision as of 09:25, 16 June 2023 by The bluez in the dungeon (talk | contribs) (Racial Traits)
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Author: the bluez in the dungeon (talk)
Date Created: 12/06/2023
Status: Complete, but more augments to come
Editing: Clarity edits only please
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Corpseborn

Corpses that have be reanimated through a combination of necromancy, alchemy, surgery and technology.

Personality

Most corpseborns are violent, prone to anger, kind of dumb and loyal to their creator, having bee created as cannon fodder, or because of a botched attempt due to inexperience or carelessness. Some though, keep a part of their mortal self, and are even able to overcome their limitations, and learn and cherish life, or at least escape the graspe of their dark masters.

Physical Description

Often the result of the stitching of various body parts (not even from the same species) and the support of mechanical contraptions, they have mismatched bodies, with skin of various degree of color, barely rotting. They may take any appearance, as much as their creator was imaginative and competent their creator was.

Relations

They are shunned from almost all societies, so they live among other undead, especially with other corpseborn, or with morally questionable individuals that don't mind their company. A lot of them live alone.

All other races oppose them violently, often perpetuating a cycle of hate and war.

Alignment

Mostly neutral evil, but any alignment is within the realm of possibilities for them.

Lands

Having almost no history, they occupy few lands, many of which are horrible necrowastes. They can otherwise be found in any environment, and many live in evil lords and mages' strongholds.

Religion

Not being exposed to religion often times, most ignore spirituality as a whole. Some may retain memories of faith from their previous life, but most are unvoluntarily connected to dark deities of death, and struggle to ignore this link.

A few handful may find faith while adventuring, and there's no predetermined path to what they may choose to believe.

Language

Common or another language from their living days. Many corpseborns learn Necril, a very useful tool among them, and a kind of way to identify themselves.

Names

They don't have really a naming convention, so many call themselves with serial numbers, nicknames or made up names (but aren't all names made up?)

Racial Traits

  • -2 Charisma: Their horrible appearance and strange behaviour makes them unwelcomed in most places.
  • Undead (Dark Minded, Unliving): Corpseborns are undead amalgam of body parts, stiched together and given life by magic and science. They don't gain the simple weapons proficiency of undead. 
  • Medium: As a Medium creature, a corpseborn has no special bonuses or penalties due to its size.
  • Corpseborn base land speed is 30 feet.  
  • Darkvision: A corpseborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a corpseborn can function just fine with no light at all. 
  • Corpseborn Traits: While undead, the dark minded and unliving subtypes mean they do not share all the traits of the undead. They retain their Constitution score, and only retain immunity to death effects, disease, and poison in addition to the alterations brought about by their subtypes. They also benefit from a constant endure elements as an extraordinary effect, as they care little for ambient temperatures. Like normal undead, they heal from negative energy and inflict effects and are harmed by positive energy and cure effects. They can be raised and resurrected, but because their state of undeath is tied to their Deadly Oath they merely are revived as an undead revenant once more.
Corpseborns have a minimal biology. They must breathe, eat, drink, and sleep. However, they consume food and drink at 1/4th the rate of a normal human, and last twice as long without air as a normal human. If denied air, corpseborns do not die, but rather become inert until they are exposed to air again. If starved or dehydrated, they are sickened until they can obtain the needed nourishment. Like a living creature, they do not die until they hit -10 hp, and automatically stabilize when brought below 0 hp. 
  • Turn Resistance (Ex): Corpseborns have +4 turn resistance. They also react to turning and rebuking differently. Turned corpseborns are treated as shaken instead of normal turning effects until approached within 10 ft or out of combat for 1 minute. Destroyed instead becomes panicked. Rebuked corpseborns take a -2 penalty on all d20 checks against the rebuker, and are subject to suggestion if they would be commanded instead. 
  • Necro-Engine: All corpseborns have a mechanical contraption which partially substitutes their vital organs and allows them to work. This is called a Necro-Engine and may take a variety of forms and functions. They are susceptibile to effects that negatively affect constructs. They are also healed at half potency both from negative energy and repairspells (or similar). Choose one among the following:
Finesse-Engine: The corpseborn has a frame that helps in movement. It gains the Dash feat for free and may, once per day per Dexterity modifier (minimum 1) it may use the dash option to sprint to its full speed.
Magic-Engine: The corpseborn is a master of the arcane and can choose one 1-level spell (or least invocation - but not a blast shape or eldritch essence invocations) from any list and replicate it once per day as a supernatural ability (using its HD as its caster level). It gains additional daily uses every 5HD it possess. If it has a caster class or an invoking class, it adds that spell or invocation to the appropriate list as a known spell or invocation.
Strength-Engine: The corpseborn has a sort of mechanism which gives it enourmous strength. It gains the Strong Grip feat for free, even if it does not meet the requirements. They count as if having +4 Strength for the purpose of carrying capacity and for Strength-only checks. 
  • Augment: Beside their Necro-Engine, corpseborns have additional grafts and augments. Choose three from the following:
Adaptive Visor: The corpseborn has a visor which enhances its sight. It gains the Adaptive Eyesight feat for free.
Composite Plating: As a warforged, the corpseborn has a plsting which provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a corpseborn cannot wear armor or magic robes. Corpseborn can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant it. Composite plating also provides a corpseborn with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a corpseborn to ignore the arcane spell failure chance for light armor lets it ignore this penalty as well. The corpseborn can also take Warforged feats.
Death Grip: Once every 10 minutes, this corpseborn can use a standard action to make a touch attack. The attack deals 1d8 + its HD in negative energy. At level 5 a creature not healed by negative energy, if damaged from this attack, must pass a save (DC is 15 + 1/2 HD) or be sickened for one minute
Experimental Graft: The corpseborn gains the Experimental Graft trait for free, with no drawback.
Grafted Weapon: A corpseborn may choose to have either a feral strike (either one one-handed or two light strikes), with the statistics presented below, or one (or two) light or one one-handed simple weapon, or other weapon (with the same weight class) it is proficient with. In the second case the weapon is grafted onto its limb, or limbs, substituting its hand or hands. Either way, the weapon counts as a masterwork and its material maybe changed through 8 hour of work. The weapon or feral strike itself may be substituted by another option here presented, with the same 8-hour work. If the grafted weapon or feral strike is to be enhanced, the corpseborn must remain with the person doing the enhancement for all its duration.
Light Frame: With this part, a corpseborn gains the Slight Build feat and ability. Choosing this augment counts as choosing two.
Muscle Gears: With this part, a corpseborn gains the Powerful Build feat and ability. Choosing this augment counts as choosing two.
Regen-Core: The corpseborn has a small machine which can pump it full of chemicals and restore its mechanical functions. Twice per day, as a swift action, the corpseborn may regain 2d6+Con (min 0) hit points and remove any kind of fatigue that affects it. This value increases by 1d6 every 5HD the corpseborn has.
Residual Conductivity: The corpseborn has been reanimated through the extensive use of electricity. It gains the Conductivity feat for free, except the DC is 10+1/2 HD+Con modifier (the same is true if it would take the Improved Conductivity feat). If the corpseborn would take less electricity damage due to abilities like Energy Resistance or Evasion, it still inflicts damage through the Conductivity feat as if it had not reduced the damage. 

Feral Strike[1]

One-Handed Melee

Cost: — gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: 20/×2
Weight2: — lbs
Type3: Any
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Feral Strike

Light Melee

Cost: — gp
Damage (Small): 1d4
Damage (Medium)1: 1d6
Critical: 19-20/×2
Weight2: — lbs
Type3: Any
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Racial Options

Feats

To be done

Alternate Racial Features

To be done


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  1. The exact functions, form and position of the grafted feral strike must be approved by the DM. The same is true for the light version.