The Unfinished
CR 2N Humanoid
Init +1; Perception +6
DEFENSE
AC 16, touch 10, flat-footed 15 (chain mail 5)
hp 9 (2d10-2)
Fort +3, Ref +1, Will +2
OFFENSE
Speed 30 ft.
Melee Dagger +2 (1d4+1)
TACTICS
Morale 12
STATISTICS
Str 13, Dex 12, Con 9, Int 10, Wis 14, Cha 8
Base Atk +1; CMB 2 CMD 13
Feats: Alertness, Endurance
Skills: Perception +3, Survival +3, Knowledge (Religion) +6, Stealth +6 and Sense Motive +5
Typical Weapons: Short Sword, Long Bow or Dagger
Languages: Jackalla, Dwarven & Common
The Unfinished (also sometimes called Necrites) appear as walking corpses, just entering rigor mortis. Most wear little clothing, and have little in the way of arms or other equipment. Since they appear as undead, they are greatly feared, shunned if not outright fought. However, their transformation and escape from the final death, they gain in both knowledge and sagacity. Many of these individuals become clerics of death gods or rogues, as they spend so much time in dungeons and other shadowy places of death and wealth. They have an significantly decreased appetites, surviving on a diet of fare found in dungeons: rats, bats or snakes but they can consume as per their original background. Since they are not traditionally born into existence, they do not have the same pull of romantic companionship.
Low level or mindless undead generally ignore the Unfinished unless they take action opposite to their base goals. More powerful, calculating undead often desire the Unfinished as their servants; evil ones often serve willingly. It is not known whether the Unfinished die their own versions of a natural death, as most succumb in battle. Since they seem to find no respite in any location, locked between life and death, most Unfinished seem to find their place as adventurers.
Racial Levels: Racial levels work the same as class levels, they gain the benefits as listed. They can always take a non-racial class but they are then unable to rise in their racial class any further.
2 HD +2 Wis, +2 Int, -2 Con, -4 cha;
Pact of Tranquility
Dual Nature
Dmg Reduction 2 / blades;
Gain BAB & Saving Throws as Cleric
Gain Skill Ranks as Ranger (use Cleric or Ranger Skill List)
+2 on knowledge (religion), Stealth and Sense Motive
Pact of Tranquility: They are never able to use a spell, feat or ability that enables them to command or charm undead. While rarely allies,their nature prevents them from affecting their kin in a negative way
Dual Nature: Treat any spell or affect as a positive if it would affect either undead or living humanoid. If acting as either, cannot later act as the other during the same encounter on saves vs necromancy and undead effects
3 HD +2 Wis or + 2 Dex; Chill Touch 3 / day
4 HD Speak with Spirits or undead 3/day; +4 saves vs on necromancy and enchantment spells
5 HD Resist cold & electricity 10; +2 Wis or + 2 Dex
6 HD Death Pact I; Protection from Energy (10) 3 / day
7 HD +2 Wis or + 2 Dex; Damage reduction 5 / blades
8 HD Immune to Poison, Vampiric Touch 3 /day
9 HD Death Pact II; Damage reduction 5 / magic weapons of +2 or lower; +2 Wis or + 2 Dex;
10 HD Resist cold & electricity 20; Immune to necromantic and energy draining undead attacks; Treated as undead except they cannot be turned
+1 HD or level Gain one level of a standard class
Death Pact I: Non-intelligent undead creatures of your HD or lower will not attack you (and your group if you are leading them) unless the group takes some sort of offensive or threatening move agaisnt them. It will take 24 hours of any pack member not seeing / interacting with any member of your group before the DPI is available again. You can have three times your HD as protected allies under your protection, if any take action all of you take face the potential attack of the angered undead.
Death Pact II: Intelligent undead creatures of your HD or lower will not attack you (and your group if you are leading them) unless the group takes some sort of offensive or threatening move agaisnt them. If you do break the pact, that intelligent undead will never have the treaty with you again. You can have three times your HD as protected allies under your protection, if any take action all of you take face the potential attack of the angered undead.
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