Class Kits

The following kits are exclusively created for the Fighter and Thief classes.

Shadow Adept
Over 800 years ago, the secret organization known as ‘shinobi’ have mastered the art of stealth and assassination. For hundreds of years, their art has been secretly infiltrated by others and now the art of blood and shadow magic is known throughout select corners of the world by various shadowy organizations.
Role: Thief class.
Requirements: Must have a minimum 16 Dexterity, 14 Constitution, and a 15 Intelligence.
Weapon Proficiencies: None.
Non-weapon Proficiencies: Required: Ancient languages: acheronian, Spellcraft, and Weaving.
Equipment: N/A.
Special Benefits:

  • The adept may create solidified projectiles of blood that can be used as any thrown weapon the thief chooses. These can substitute any thrown melee weapon. This is a supernatural ability and you don’t actually draw out your real blood. You may also create mouth darts, but this can only be done once every six rounds.
  • The adept may create a bone knife as detailed in the Combat & Tactics book. This bone knife deals an extra +2 acid damage and ignores hardness on wood and metal objects.
  • The adept can release pheromones that can influence a person. This ability always increases or decreases your reaction roll by one step. This ability only works on humanoids, and can be done three times a day.
  • The adept may regenerate their body during times of great duress. The adept can regenerate 1 hit point per round. This ability persist though death.
  • The character may attack in melee from up to 20’ feet away by slipping his weapon though a dimensional space. This lowers your weapon speed by 2 and allows a +2 to hit and damage. This attack catches the enemy off-guard for the first attack made against them.
  • Once a day, the character may dimension door as a 9th level caster.
  • After 5 minutes of weaving together shadow and cloth, the adept gains a +30% bonus to hide in shadows and move silently for up to 12 hours by cloaking himself in shadow. During this time the character gains a +3 bonus to AC and can move at a normal movement rate while sneaking. The adept’s cloak also absorbs spell levels. For each level of experience, the cloak may absorb one spell level. When the cloak absorbs all it can, it cannot absorb any more until a new cloak is fabricated.
    Special Hindrances:
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Dark Knight
The dark knight is the brutal version of the noble paladin. While paladins fight honorably and in the light, the dark knight takes a more fierce approach in battle and harnesses the powers of darkness and death to lay siege to enemies.
However just like a paladin, dark knights are still knights and have been trained as such – using diplomacy and learning the political systems of the courts of noblemen and dignitaries alike.
When in battle, the dark knight unleashes incredible necrotic power to siphon the life from others and empower himself at the same time. They even have specific uses of their power to disrupt undead when their necrotic powers are of no use to them.
Be they hero to a people oppressed by a corrupt lord or the corrupt lord themselves, they are universally feared for their use of necromancy and thus are sometimes barred from all good society, relying on their own strength to make the future theirs.

Role: Fighter class.
Requirements: 15 Strength, 15 Intelligence, 14 Wisdom, and a 14 Charisma.
Requirements: Must be Lawful
Weapon Proficiencies: None.
Non-weapon Proficiencies: Required: Heraldry, Etiquette, Riding: land-based, Ancient languages: acheronian, and Spellcraft.
Equipment: N/A.
Special Benefits:

  • Using necromancy, the dark knight imbues himself with unholy might. His strength is boosted by two points, and may exceed the racial cap and claiming at most a 19 strength.
  • The dark knight instills fear in his foes and bolsters his allies as if a prayer spell were cast as soon as he engages his foes (no save). The ability is cast as a free action in reaction to being attacked. At 5th level, the prayer effect increases as if two priest of the same religion were casting the spell.
  • The dark knight is feared and respected, and thus receives a +2 bonus to his leadership rolls.
  • Like a paladin, the dark knight enjoys certain immunities. He does not receive a bonus to all saving throws but he is immune to all diseases and poisons.
  • Gain the ability in melee the same as a ring of vampiric regeneration. Against undead however, this power disrupts them and weapons wielded act as if the dark knight was using a +2 undead bane weapon.
  • At twelfth level and once a day, the dark knight may innately cast Apocalypse (diablo) at a caster level equal to his level.
    Special Hindrances:
  • A dark knight must dress for the job, and must wear any metal armor in public venues as well as battle. This armor however must be decorated to instill fear in the hearts of the weak, and will cost 20% more to properly prepare it.
  • A dark knight must have the government edict and three paladin virtues of your choice (fealty, courtesy, honesty, valor, or honor), as per The Complete Paladin’s Handbook (chapter 3: ethos). However the dark knight may also challenge the rulers for the right to rule in a life of death duel. They must either present a champion or fight themselves. Should they lose, you claim ownership of their territories. Should they ignore your request you may do anything within your alignment to seize control (just not ignore your three virtues).
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Arcane Archer
Archery has been an art mastered by many societies throughout the centuries. These archers make use of arcane secrets to weave magical properties of alteration, conjuration, and evocation magic into their bows and fabricated arrows. These men and women take their love of archery to the next level.
Role: Fighter and Thief class.
Requirements: Must have a minimum 12 Strength, 15 Dexterity, and a 14 Intelligence.
Weapon Proficiencies: Required: All bows – broad group.
Non-weapon Proficiencies: Required: Bowyer/Fletcher and Spellcraft.
Equipment: N/A.
Special Benefits:

  • If a thief, you may gain mastery in the bow. If a fighter, you gain a +1 bonus to hit and damage with bows.
  • The arcane archer conjures magical wooden arrows with any type of metal head. These arrows must be drawn from a specially prepared quiver costing no less than 1,000 gold. Once knocked, the arrows only exist for one round.
  • A plain wooden bow crafted by an arcane archer has all the best properties of every bow type: it is treated as a short bow and can be used on horseback, it can apply your strength bonus to damage as a composite, and it has the range of a long bow.
  • The bow can be used as a melee weapon dealing 1d6 damage against all size categories and can be used to parry without damage to the bow.
  • The arcane archer may create special magical arrows that possess fantastic effects. Each arrow cost 100 gold to craft. Only one such arrow may be used per round.
    • Stealth arrows: These arrows fly silently and invisibly though the air. 20 such arrows can be created at a time.
    • Explosive arrow: This arrow acts exactly the same as a fireball spell, including range. It is cast as a wizard equal to your level. Only three such arrows can be made at a time.
    • Cold-steel arrows: These arrows penetrate any magical defenses with ease and act as +5 arrows for purposes of damaging magical beings. They also act as cold-wrought iron and silver. 20 such arrows can be created at a time.
      Special Hindrances:
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Alien Influence
With an arcane mark branded upon your flesh, you now possess the most common gift bestowed upon the cursed population in the world. Be it that you sought this power out, or the power bestowed upon you was unwanted matters little to the alien power that gave you these gifts. All that matters to this alien intelligence is you have them.
Role: Fighter and Thief class.
Requirements: None.
Weapon Proficiencies: None.
Non-weapon Proficiencies: None.
Equipment: N/A.
Special Benefits:

  • Gain immunity to all natural cold and take half damage from magical fire, cold, and gas attacks.
  • Ability to see in the dark at half the distance of normal and you can hold your breath ten times longer than normal. This gives your skin a pale appearance and white eyes.
  • At 5th level, gain the ability to create a bombardment of swirling snow and ice in a 20’ ft + 2’ ft. per level radius from a range of 10’ ft. + 10’ ft. per level, dealing 1d6 points of cold and physical damage per level (save vs. spell for half damage). This requires a standard action and can be done once every three rounds.
  • Once a day as a standard action, you can incite mass pandemonium as if you simultaneously cast fear and confusion as a 9th level wizard.
  • Once a day as a standard action, you can cast evard’s black tentacles and dimension door as a 9th level wizard.
    Special Hindrances:
  • An alien power sees all that you see, hears all the you hear, and can force contact upon you though dreams (however the being rarely knows you exist at all).
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Infernal Bargain
You have learned secret lore that allows you to call forth a powerful infernal being in exile. This bonded being can aid you in your travels in return for payment.
Role: Fighter and Thief class.
Requirements: Cannot be Good aligned.
Weapon Proficiencies: None.
Non-weapon Proficiencies: Required: Spellcraft.
Equipment: N/A.
Special Benefits:

  • Gain immunity to all natural fire and take half damage from magical fire, cold, and poison attacks.
  • Gain a natural armor class of 6 and +2 hit points per hit dice. This gives your skin a ruddy appearance and red eyes.
  • You may draw up a verbal contract with an infernal being of great power. This being is a unique infernal not tied to the blood war and thus, in exile. Normally, this being has the unique skill-set of one class and two infernals (demon, devil, or yugoloth). When summoned, this being will have two levels on you. This infernal will gradually gain some of the experience you gain and grow to be much stronger than a normal infernal.
    Special Hindrances:
  • The infernal power sees all that you see, hears all the you hear, and can force contact upon you though dreams. Also, once a year you automatically fail a saving throw from a spell cast by the infernal power.
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Master of the Werewolf
The werewolf curse cannot normally be controlled by any means. However though a series of purifying rituals that weaken your werewolf form, you gain mastery over this unholy abomination of death. Now your werewolf form has a much more calm demeanor with a spark of intelligence.
Role: Fighter and Thief class.
Requirements: Must have a minimum 15 Constitution and a 9 Intelligence.
Weapon Proficiencies: None.
Non-weapon Proficiencies: Required: Ancient languages: acheronian, and Spellcraft.
Equipment: N/A.
Special Benefits:

  • You gain the ability to transform into the werewolf at-will, while still retaining your mind. This grants you the following:
    • Immunity to normal weapons. Only weapons of a magical nature as well as silver can harm you. Magical creatures with 7+ hit dice can also harm you.
    • You always save against spells in werewolf form, and automatically break free of enchantments and curses in werewolf form.
    • You gain natural attacks while in werewolf form. Two claw attacks (dealing 1d6 damage), and a bite attack (dealing 1d8 damage).
    • Your speed increases in werewolf form, gaining a +2 increase in dexterity and an extra +4 increase in movement.
    • Metamorphosing takes 3 rounds, and grows your body by 15%.
    • You may speak in werewolf form, and may make use of the tracking proficiency though scent alone.
    • Turning back to your normal form heals 50% of your hit points. Healing can only be done once an hour.
      Special Hindrances:
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Valkyrie
The Valkyrie are a special order of all female warriors who rule in a remote valley in Graemoria proper called Divis Athalune. Valkyrie abandon their humanity for power over the male-dominated world. In their lawful neutral (evil) society they keep men as slaves and indoctrinate their girls into the order, but only if they survive the trials. Those women who can find them may become Valkyrie though special blood magic rituals. Some Valkyrie break off from their society, or are indoctrinated only to find out later how brutal it is and choose a life of adventuring, never to return. Whatever the Valkyrie’s path, their combination of fierce discipline, superhuman pain threshold, and near-invincibility makes them fearsome allies and foes alike.
Role: Fighter class.
Requirements: Strength 15, Dexterity 14, Constitution 15, and Wisdom 14. Cannot be good aligned. Must be female.
Weapon Proficiencies: Required: Sword (any), Spear (any), and Bow (any).
Non-weapon Proficiencies: Required: Religion, Spellcraft, Survival, and Tracking.
Equipment: N/A.
Special Benefits:

  • Due to unholy blood magic rituals, a Valkyrie possesses powerful gifts of superhuman fortification. The Valkyrie gains regeneration (1 hit point per round). This ability persist though death.
  • Due to their regiment of sword, spear, and bow, the Valkyrie gain an extra attack with these weapons every round.
  • The Valkyries martial training is the most brutal on Atoria, and thus Valkyrie gain a +2 bonus to AC (dodge) and weapon damage rolls.
  • The Valkyrie gains a +4 bonus to the tracking and survival proficiencies and can track with the use of scent.
    Special Hindrances:
  • Valkyrie have unnatural red eyes that glow in the dark.
  • Valkyrie may have good tendencies, but may never be good alignment due to their magical influence. Those who purify their spirit (with an atonement spell) may take on a good alignment, at the cost of half their total experience points.
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Barbarian (from the Complete Fighter’s Handbook)
This is not the barbarian of history, but the barbarian of fantasy fiction. He’s a powerful warrior from a culture on the fringes of civilization.
The barbarian has left his home to sell his skills and adventure in the civilized world—perhaps to amass a fortune with which to return home, perhaps to become an important figure in this so-called civilization. He’s known for strength, cunning, contempt for the outer world’s decadence, and for adhering to his own code of honor.
The typical RPG barbarian is a powerful, dangerous figure, as though he were an animal totem in human skin. In a campaign, he’s a front-line fighter with some special skills and a very different outlook than the rest of the characters; his player should always play him as someone from a different land, someone whose likes and dislikes and perceptions are based on a different culture. (If you play him as just another warrior from down the street, you lose a lot of the mystique the character has.)

Role: Fighter class.
Requirements: Strength 15, Dexterity 9, and Constitution 12. Must be any Chaotic.
Weapon Proficiencies: Required: Axe (any), Spear (any), and Sword (any).
Non-weapon Proficiencies: Required: Survival and Tracking.
Equipment: N/A.
Special Benefits:

  • Barbarians are impressive because of sheer strength, intensity, and animal magnetism: whenever the barbarian character achieves a reaction roll of 8 or less, he gains an additional +3 modifier. That is, if the reaction is positive, it will be even more positive than it otherwise would have been: the barbarian stands impressive.
    All that impressiveness can work against the Barbarian, too. Whenever the barbarian character achieves a reaction roll of 14 or more, he takes an additional -3 modifier. That is, if the reaction is negative at all, it will be even more negative than it otherwise would have been: the barbarian is scary, and the other person overreacts.
  • The barbarian always receives a great amount of combat training during his lifetime. He gains the following skills:
    • The barbarian gains the Arena Combat martial art proficiency for free.
    • The barbarian is so adept with melee weapons, he cuts any melee weapon speed in half.
    • The barbarian gains one extra attack with either axes, swords, and spears of any sort.
  • The barbarian gains some rogue skills that come in handy in both the wilderness and in the towns and cities of the world. A barbarian gains the following skills: Hide in shadows, move silently, climb walls, detect noise, and escaping bonds. The barbarian has the same base percentages to these skills as a thief. He gains 30 points to spend between these skills at level one, and just 15 points per level afterwards.
  • The barbarian gains some superhuman attributes that make him incredibly strong and resilient in battle, as follows:
    • Once a day, the barbarian may exert a degree of superhuman strength. The barbarian temporarily gains 18/00 strength for 2 rounds per level. These rounds may be split up between fights. If you already have 18/00, then you gain 19 strength. This is done as a minor action.
    • First, the barbarian gains an extra 10 hit points at first level. Secondly, the barbarian may stay conscious and fight well into their negatives. The barbarian may fight at -20 hit points. Should they survive the battle while still in their negative hit points, they must make a save vs. death or begin to bleed out and fall unconscious (stabilization rules begin). If they succeed they are standing at 1 hit point (this is the same ability as indomitable, and both abilities cannot be taken together).
  • Barbarians are not only known for surviving the grueling intensity of battle, but also surviving the hardships of the wilderness:
    • The barbarian is assumed to resist levels of extreme heat and cold, and thus gains a +1 to saving throws against heat and cold based attacks.
    • The barbarian gains bonuses to the survival proficiency, at a rate of + 1 bonus every three levels (+1 at 4th level, +2 at 7th level, +3 10th level, and so on).
      Special Hindrances:
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Witch Hunter
Witches and other spellcasters can bring doom upon a populace due to their connection to cosmic evil. Although this doesn’t make spellcasters innately evil (and the witch hunter knows this), nevertheless the witch hunter is always in a seek and destroy mission against those who use magic to foul up the lands around them. However they study the person behind the magic as much as the magic itself, and can make logical determinations if the spellcaster truly represents a danger to others or not (in other words, they need not be fanatical in their cause). Regardless of their personal disposition, the witch hunter is feared by spellcasters for their tenacity and knowledge against the dark arts.
Role: Fighter and Thief classes.
Requirements: Strength 9, Dexterity 12, and Intelligence 13. Must be any Lawful.
Weapon Proficiencies: Required: Bow (any), Crossbow (any), and Flintlock (any).
Non-weapon Proficiencies: Required: Reading/Writing, Tracking, Alchemy, and Languages, Ancient: Acheronian.
Equipment: N/A.
Special Benefits:

  • With the use of ancient knowledge, the witch hunter can automatically detect magic within a 240’ foot area from themselves. This includes polymorphed and invisible beings.
  • The witch hunter’s mind and body is specially prepared to resist magic, and thus they receive a +4 bonus to save against any magic or supernatural effect.
  • The witch hunter wears a special anti-magic medallion that absorbs up to 12 + 1 spell levels per level directed at him. The amulet recharges every day.
  • The witch hunter may prepare special ammunition that acts as magic bane, receiving a +2 bonus to hit and damage spellcaster and magical beings. This ammunition also burns upon contact with 3d6 acid damage. Up to 20 ammunition may be created a week at 3 gold pieces each.
  • The witch hunter is a master alchemist, and is armed with special brews to fight off magical beings. Each day the witch hunter may create up to six brews, each costing 6 gold. The potions are as follows:
    • The witch hunter can create a special potion that, when thrown as a grenade, will act as a dispel magic spell cast as a 20th level caster.
    • The witch hunter can create a special potion that, when drank, allows the witch hunter to see illusions for 6 hours.
    • The witch hunter can create a special potion that, when drank, allows the witch hunter to track a spellcaster or magical creature at nominal difficulty. Increase the difficulty by +1 for every two hit dice the prey has over the witch hunter. The potion last 6 hours.
    • The witch hunter can create a special potion that, when applied to piercing weapons, can cause complete paralysis in spellcasters and magical creatures for up to 3d6 rounds if a save vs. paralysis is failed at a -2 penalty.
    • The witch hunter can create a special potion that, when drank, causes a spellcaster or magical creature to lose all memorized spells and become unable to use innate abilities for 1d4 +1 days if a save vs. poison is failed at a -2 penalty. Unconscious or otherwise helpless prey receive no save.
      Special Hindrances:
  • Due to adding more skills to your skill-set, you earn -50% less experience points.

Combat Medic
Originally founded though an elite sect of crusaders known as Knights Hospitallers, their teachings have spread far and wide across the world. Now known as medics and healers, these warriors help allies stay healthy in bloody campaigns.
Role: Fighter and Thief class.
Requirements: Strength 12, Dexterity 11, Intelligence 12, and Wisdom 13.
Weapon Proficiencies: None
Non-weapon Proficiencies: Required: Reading/writing, Herbalism, and Healing.
Equipment: Starting gold, plus Healers satchel with 20 doses (1 dose = 6 gold).
Special Benefits:

  • Your knowledge of medicine is extraordinary. First, you gain a +4 bonus to the healing and herbalism proficiencies. Secondly, when using either herbalism and healing you gain a +2 bonus to the proficiency for every three levels you have.
  • Due to your tenacity during combat campaigns, you survive against incoming attacks much easier than most, and thus gain a +3 to your AC in all combat situations.
  • You gain the use of the Free Action ability. This allows you to take one additional action a round. You may make use of this ability once every three rounds, however the action you take must not be the same action you are already taking that round (cannot move twice, attack twice, cast a spell twice, ect).
  • You can create a herbalism item worth up to 75 gold per level once a week for free with the use of natural plants and crafted medicines. This extra ‘gold’ worth can be accrued, at most, over a months period.
  • You cut the cost of herbalism poultice and potion crafting by 50%.
    Special Hindrances:
  • None.

Martial Artist
The martial artist described here are from formal orders or ‘schools’ that take it upon themselves to study the fine art of unarmed combat. These martial artists however are not to be confused with Mystics, which are more spiritual in their discipline. These martial artists train themselves and hone their discipline of unarmed combat to extraordinary means and have the rare skill of taking out armed and armored opponents with their bare fists.
Role: Fighter class.
Requirements: Strength 12 and Dexterity 11
Weapon Proficiencies: Required – One martial art and two martial art maneuvers.
Non-weapon Proficiencies: Required – Unarmed Combat.
Equipment: 3d6 x 10 gold. This replaces your normal set of gold.
Special Benefits:

  • You automatically gain specialization in one martial art of your choice. This grants a +1 to hit and a +2 to damage rolls. You use the fighter melee specialization attacks per round. This only applies to unarmed attacks and weapons still require their own specialization.
  • As a fighter, you may learn mastery, high mastery, and grand master in a martial art.
  • A high master of a martial art imposes a -2 penalty to attacks that subject their victim to a saving throw.
  • You gain an increase dice of damage in your chosen martial art at first level. This dice increase goes up by one more dice at 5th level.
  • You gain one extra proficiency slot every two levels. This proficiency slot however must be spent in learning a martial art maneuver.
  • Being skilled in martial combat more than most, you gain a +2 to AC and a +2 to melee damage.
    Special Hindrances:
  • While attacking bare handed, you cannot gain the martial artist bonuses for this kit while wearing armor heavier than 30 lbs.
  • None.

In the world of Atoria, there are numerous factors that corrupt the land and warp nature into an awful parody of itself. The following can be thought of as ‘racial kits’ with their own cost of power. These can be taken with any class/kit combination.

Psychic Power
Some extraordinary people are born into the world displaying psychic gifts of telekinesis and limited mental ability. Such people are feared as being touched by dark powers.
Role: Any.
Requirements: Must have a minimum 12 Constitution, 12 Intelligence, and a 13 Wisdom.
Weapon Proficiencies: None.
Non-weapon Proficiencies: None.
Equipment: N/A.
Racial Boon:

  • Gain the use of ESP as the spell (always active, no save).
  • You may jump as if affected by a jump spell (always active).
  • Detect Lie as if casting the spell (always active, no save).
  • Gain the running proficiency and run ten times as long without making a check.
  • Hold your breath ten times longer than normal.
  • Grasp, move, or hurl small (1d6) and medium (1d8) objects without touching them 30 ft. from your self as if your wisdom score was your strength score (if you have an 18 wisdom roll for exceptional strength). Use your wisdom score to determine hit and damage with thrown objects. Grabbing another creature requires a a saving throw vs. death. This is a standard action and causes little exertion.
  • With a ranged touch attack roll (using your wisdom score to hit and damage), gain the ability to perform a kinetic push from up to 10’ feet away. This push deals 1d6 damage plus pushes a medium-sized target 30’ feet away (double for small sized, and half against large). Additional damage may be caused by pushing against/too other objects (dealing 1d6 damage per 10’ feet pushed). Should you launch someone into a hard, flat surface they require a save vs. paralyzation or be stunned for 2 rounds (armor increases the save by the AC bonus provided). This is a standard action.
    Racial Penalty:
  • Due to adding more skills to your skill-set, you earn -25% less experience points.

Dhampyr
Sometimes called alchemical vampires, they were originally created from necromantic experimentation gone wrong during the days of Acheron. The modern-day Dhampyr however, is a culmination of those humans who survive a vampire attack but have their blood otherwise corrupted.
Role: Any.
Race: Human only.
Requirements: Wisdom 15.
Weapon Proficiencies: None.
Non-weapon Proficiencies: None.
Equipment: N/A.
Racial Boon:

  • Gain a +2 towards your saving throws against mind-affecting and psionic spells and abilities.
  • Gain regeneration 3 per round.
  • The character gains 18 (76) strength. If the strength score was already an 18 or higher, then the score becomes 18 (00).
  • The character gains a 16 charisma. If the charisma score was already a 16 or higher, then the character gains a +2 to charisma (maximum 20).
  • Gain the ability to transform into a gaseous form at-will, as an innate ability.
  • Gain the ability to charm person with a full-round gaze attack. This powerful gaze forces the victim to save at a -2 penalty (save vs. magic). Only one victim may be charmed at a time.
  • Gain the ability to polymorph into either a Wolf or a Bat as a standard action. This does not heal the Dhampyr.
    Racial Penalty:
  • One rounds worth of direct sunlight on skin robs you of 6 points of strength and constitution for the duration and one hour after.
  • Dhampyrs save at a -2 penalty to fire and magical fire. Magical fire deals an extra 2 points of damage per dice/level.
  • Vampiric supernatural abilities fail to function in any sunlight.
  • Running water has a chance to trigger hydrophobia (save vs. death).
  • A nearby fire within five feet for one round has a chance to trigger pyrophobia (save vs. death).
  • Holy symbols and holy water from good-aligned deities burn the skin for 2d6 points of damage, plus 1d6 points of damage for 2d4 rounds after.
  • Gazing upon a holy symbol of a good aligned god may cause fear as the spell (save vs. death).
  • The sight of blood may trigger blood-lust. A successful wisdom check keeps the blood-lust at bay. Those who fail are under the control of the DM and act enraged (engage in melee grapple against the nearest living target).
  • Dhampyrs do not age but thirst and starve twice as fast as a human.
  • Feeding upon another person deals 3d8 damage. This is done as a successful grapple attack. However doing so could result in turning the Dhampyr into a CE vampire under the control of the DM (Roll 4d6. If the roll exceeds their wisdom score, they lose their mind and turn into a vampire).

Born under the Eclipse
Your birth was an ill omen. Born under a full eclipse, the unholy powers saw fit to rob you of your mother at childbirth. Now you are marked as a cursed child by the populous.
Role: Any.
Requirements: None.
Weapon Proficiencies: None.
Non-weapon Proficiencies: None.
Equipment: N/A.
Racial Boon:

  • Your character matures at a normal rate, then stops visibly aging at the age of 15, marking a youthful appearance (adolescence). Your eyes also harden to a jet black (either a black iris 70% of the time, or solid black eyes 30% of the time). You still age and take aging penalties.
  • Gain a +2 saving throw bonus to all your saves and infravision 240’.
  • Gain the ability in melee the same as a ring of vampiric regeneration.
    Racial Penalty:
  • Due to the nature of your birth and the stigma that surrounds the event, you take a -3 penalty to reaction/leadership rolls.
  • Due to adding more skills to your skill-set, you earn -25% less experience points.

Cursed Flesh
The land itself is corrupt with twisted energy from beyond the stars, in a place called the black sea. Those so corrupted have their flesh twisted and warped beyond recognition, while others have their minds touched by chaos.
Role: Any.
Requirements: None.
Weapon Proficiencies: None.
Non-weapon Proficiencies: None.
Equipment: N/A.
Special Benefits:
Racial Boon: Select one boon from the chart below:

Boon Name Description
Heightened Strength +2 to Strength. Cannot exceed a 20. Melee/thrown weapon damage increases by one step.
Heightened Dexterity +2 to Dexterity. 30% chance to evade a damage spell. Ranged missile damage increases by one step.
Heightened Constitution +2 to Constitution. Gain SR equal to 3% per level. Hit dice increases by one step.
Heightened Intelligence +2 to Intelligence. Gain +1 damage per level of damage spell. -2 penalty for victims to resist any effects you cast/use.
Heightened Wisdom +2 to Wisdom. Wisdom saving throw bonus applies to all spells and breath weapons. Gain darkvision (allows user to see in the dark at half their racial viewing distance).
Heightened Charisma +2 to Charisma. -2 penalty for victims to resist any effects you cast/use. Increase GB gain by +1d2 per holding.

Racial Penalty: You must take two malformations from the chart below:

Physical Deformity Description Effect
Malformation (25%) Your character has a deformity that covers a portion of the body. This could be unnatural chitinous skin, bleeding legions, alien characteristics/luminosity, and so on -4 to Charisma
Malformation (50%) As above, but this covers 50% of your characters body -6 to Charisma
Sick Skin (Malformation) As above, but the condition weakens your skin -2 to Constitution. Take +1d6 more damage from any source, but only once a round
Alien Anatomy (Malformation) Physical abrasions/alien influence prevent wearing armor -4 Charisma. Cannot wear armor or normal clothing. 50% critical hit immunity
One Eye Open (Malformation) Missing one eye, replaced with a legion or something alien Take a -2 penalty to attack rolls. Penalty range on attacks increases by one step (-2 up close/-5 at medium/-10 at long range)
Limb Withering (Malformation) One arm is almost useless due to alien influence -4 to Strength. One step lower dice of damage in melee combat
Leg Withering (Malformation) One leg is almost useless due to alien influence -4 to Dexterity. -50% movement
Mental Affliction Description Effect
Fear Itself Get overtaken by irrational fear for 1d6 rounds, once a day, during times of stress. -2 to Wisdom. Affected by a fear spell once a day for 1d6 rounds. No save.
Phobia Manifest A magical curse afflicts you to see what you fear/hate the most. -2 to Wisdom. Once a day, you are afflicted with a confusion spell cast by a 9th level caster. No save.
Living Nightmare Your nightmares manifest themselves as real with 2/3rd of their HP -2 to Wisdom. 25% chance a week to summon forth a hostile creature(s)
Black Lights After seeing black lights, you forget what happened in your past. Your character gradually forgets important memories. -2 to Wisdom. 20% chance to lose all experience point gain when gaining experience points.

Infernal Blooded
Either by having an infernal parent or distant infernal ancestors, your flesh is marked with a sign of corruption that gives you power and forever marks you as a creature of darkness.
Role: Any.
Requirements: None.
Weapon Proficiencies: None.
Non-weapon Proficiencies: None.
Equipment: N/A.
Special Benefits:
Vision: Gain darkvision (allows user to see in the dark at half their racial viewing distance).
Presence: Gain a +1 to Charisma. Can exceed racial maximums.
Racial Boon: Dark Gift. Each applicable class gains all the associated powers listed under their class. If multiclassing, choose one unique dark gift from the ones available per class. These gifts are as follows:

  • Fighter:
    • Unholy Might: Gain an extra attack to your attack sequence with melee/thrown/missile attacks. Cannot be taken with Evil Eye.
    • Regeneration: You now regenerate 1 hit point a round.
  • Thief:
    • Poison Blood: Your blood is poisoned and acts a Class M contact poison with a instant onset time (20/5).
    • Born of Darkness: You move at a normal rate while sneaking, and you gain a shadow aura that encompasses 10 yards (+30% HiS/MS, and +2 to AC).
  • Thaumaturge:
    • Infernal Touched: Cast Pyrotechnics and Fire Bolt at-will, and possess an innate ESP (no save).
    • Town Portal: Possess the ability to create a Gate to one safe house predetermined by the caster ahead of time. Lasts 3d4 rounds. Can bar entry/allow entry as chosen by the caster. Cannot be used to travel to other planes of existence.
  • Lunar Witch:
    • Evil Eye: Your eyes are magically enhanced and can set a target ablaze with unholy green flame that deals 1d12 damage with a concentrated gaze. This extra attack acts as both a ranged attack (8/16/24) and unarmed attack and can be used in conjunction with any multiple attack sequence (melee/thrown/missile). Only one such attack a round (even if hasted or specialized).
    • Terror: Once a turn you may make a gaze attack that afflicts your victims with both a fear and confusion spell as cast by a 9th level wizard.

Racial Penalty:

  • Your flesh is marked with a scar that is a symbol of a royal house of an infernal. It could be used to track you down by that house.
  • Cannot be good aligned (but may possess good tendencies). Due to adding more to your skillset, you take a -25% experience point penalty.

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