Wednesday, August 24, 2005

Stillborn Update


Regions: Dastana.
Racial Abilities:
Medium-size humanoid.
Ability Modifiers: +2 Str, +2 Dex, +2 Cha.
Speed: 30 ft.
Darkvision: 60 ft.
Tainted Soul (Su): You are healed by negative energy and harmed by positive energy as if you were an undead creature.
Dead Blood: For all special abilities and effects a stillborn is considered to be both humanoid(human) and undead.
Skills: +2 racial bonus on Bluff, Hide, Listen, Move Silently and Spot checks.
Feats: Improved Initiative.
Automatic Languages: Common, Dastanan.
Bonus Languages: Abyssal, Gnoll, Infernal, Netherix.
Favored Class: Fighter.
ECL: +2.

The stillborn are a terrible and cursed race of Avern.
Most stillborn come from the tortured land of Dastana. Some though are born in the lands of the Vors, and of late a few have risen out of Amroth as well, though the clergy of that land hound them mercilessly.
Stillborn are born to human females, whom during their pregnancy have been tainted by the corrupt power of Morgûl. Thus only human women are the mothers of these unfortunate creatures.
Stillborn are called so because of their state when born. When born they look like any other human infant, dead during birth. Short minutes after being born the true nature of their being is revealed. For then they awaken from death. Stillborn are not quite alive, and yet are not truly undead.
Stillborn are pale of skin and cold to the touch. Their eyes are pitch black and devoid of any emotions. Hair color can be any hue though the dark colorations common to Dastanans and Vors are dominant.
The early generations of stillborn commonly adopted traits normal among the undead, as they started to develop powers fueled by the corruption from which they were born. Detached from the essence of their humanity, many early stillborn adopted strange mannerism and tended towards acquiring mental illness. Many succumbed to madness.
Those early stillborn have today degenerated into the ghouls that make up much of Morgûl’s Scourge.
The modern stillborn are a breed appart. Much more composed and with great force, both physical and of pressence. The new stillborn make up the elite of Dastanan culture and society. They form what is the upper class of that land. Through recent years the stillborn have given Dastana art, inspired by that found in the ancient burrial cairns of the land, as well as higher lore and law.
Alignment: Stillborn are often neutral evil in alignment. The corruption within them is apparent not only in their physical appearance but also in their disregard for life and at times blatant obsession with death and killing. Stillborn have no preferences towards law or chaos.
Religion: Most stillborn worship their unholy patron, Morgûl. Some though turn to other bloodthirsty gods such as Mâkull or Asazammon. Oher stillborn are atheists though as they loath their very existence.
Names: Stillborn are usually given Dastanan names.
Racial Feats: Born Necromancer, Claws, Rending Claws, Fangs, Fangs of Darkness, Gift of Darkness, Greater Gift of Darkness, Heart of Darkness, Improved Shadowform, Night Raven, Shadowform, Stillborn Fortitude, Stillborn Resilience, Stillborn Vitality, Trueborn Necromancer.

Stillborn Feats:

Born Necromancer [stillborn]
You can more easily enhance necromantic spells due to your connection with necromantic powers.
Prerequisites: Ability to cast arcane spells, Cha 15.
Benefits: When ever you alter a necromantic spell with a metamagic feat the spell slot required to do so is one less than normal.
Example: With this feat an empowered enervation spell would be a 5th level spell.

Claws [fighter][stillborn]
You grow powerfull claws usable in combat.
Prerequisites: BAB +1.
Benefits: You gain two claw attacks doing 1d4 points of damage + 1 per 4 character levels.

Fangs [fighter][stillborn]
You grow powerful fangs able to deliver biting attacks.
Prerequisites: BAB +1.
Benefits: You gain a bite attack doing 1d6 points of damage + 1 per 4 levels.

Fangs of Darkness [fighter][stillborn]
Your bite attacks become increasingly vicious and capable of doing devastating damage.
Prerequisites: Fangs, BAB +6.
Benefits: The critical multiplier of your bite attacks increases to X3.

Gift of Darkness [stillborn]
Due to your dark heritage Morgûl has bestowed dark powers to you.
Prerequisites: Ability to cast divine spells, Wis 15.
Benefits: You gain either the death, evil, pestilence, suffering or undeath domain as a bonus domain. You gain acces to this domain despite whatever your alignment is or whom your patron deity is.

Greater Gift of Darkness [stillborn]
The dark powers of Morgûl become more readily available to you.
Prerequisites: Gift of Darkness, ability to cast divine spells, Wis 17.
Benefits: If you can spontaneously cast cure spells or summon nature’s ally spells you become able to cast inflict spells as well. If you can already cast inflict spell spontaneously you can lose any divine spell of 3rd level or higher and sponataneously cast contagion instead.

Heart of Darkness [stillborn]
You gain undeadlike resilience which protects you against most melee attacks.
Prerequisites: Two other stillborn feats.
Benefits: You gain damage reduction 2/silver.

Improved Heartof Darkness [stillborn]
Your resistance to melee attacks increases greatly.
Prerequisites: Heart of Darkness, three other stillborn feats.
Benefits: Your damage reduction increases to 4/silver.

Improved Shadowform [stillborn]
You move in shadows with great certainty and no effort at all.
Prerequisites: Shadowform, Hide 10 ranks, Move Silently 10 ranks.
Benefits: When in shadowy illumination you can take 10 on all Hide, Jump and Move Silently checks even when distracted or threatened.

Night Raven [stillborn]
You are a creature of darkness, with a sight able to penetrate any darkness.
Prerequisite: Tainted Soul.
Benefits: Your darkvision penetrates even magical darkness.
Tainted by dark power your eyes become sunken and entirely black.

Rending Claws [fighter][stillborn]
When attacking with both claws you can deal greater damage by tearing at your opponts flesh.
Prerequisites: Claws, BAB +4.
Benefits: If you strike your enemy with both claws in your turn you deal 1d4 + ½ Str mod. extra damage.

Shadowform [stillborn]
You are one with the shadows and move more swiftly and quitly when covered by them.
Prerequisites: Hide 5 ranks, Move Silently 5 ranks.
Benefits: You gain a +4 bonus to Hide, Jump and Move Silently checks when in shadowy illumination.

Stillborn Fortitude [stillborn]
The power of death taints you, body and soul. Its power has hardened your flesh and given it the foul look of the grave.
Prerequisites: Tainted Soul.
Benefits: You have 25% chance of ignering critical hits and sneak attacks. Also you do not run the risk of dying for suffering massive damage.
Your skin takes the pallor and texture of corpse.

Stillborn Resilience [stillborn]
Dark power taints you, deadening your mind and body to the effects of mindcontrolling magic, poison and disease.
Prerequisites: Tainted Soul.
Benefits: You gain a +2 save bonus against mental influencing attacks, poison and disease.
Your nails or claws grow yellow and rotten. Although this change does not affect your natural or unarmed attacks most creatures find it horrid-loocking

Stillborn Vitality [stillborn]
The power of Morgûl taints you, body and soul. Its power has remoev your need to sleep and eat.
Prerequisites: Tainted Soul.
Benefits: You do not need to sleep. If you are a spell caster you still need at least 8 hours of rest to prepare and regain spells. You are immune to sleep magic.
You do not require food or drink for sustenance.
Your body grows unnaturally gaunt, your flesh stretching tightly over your bones to give you a freakish, skeletal appearance.

Trueborn Necromancer [stillborn]
Enhancing necromantic spells comes more natural to you than to most.
Prerequisites: Born Necromancer, ability to cast arcane spells, Cha 17.
Benefits: Postaneous casting of necromantic spells with metamagic feat modifications is only a standard action to you rather than a full round action.

1 comment:

Anonymous said...

Stillborn is a really, really bad choice of name.