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Is this race balanced?

Quickleaf

Legend
Currently I have this race at ECL 0; do you think that is accurate?

Maa-Kheru (Unliving)
- +2 Wisdom, -2 Charisma: Unliving are blessed with a unique perspective on life and death, and tend to have very clear understanding of their purpose. However, their disturbing visage makes interaction in standard society difficult for them, and can provoke strong reactions. For this reason the Maa-Kheru often wear heavy robes which cover their faces.
- Medium-sized
- Base speed is 30 ft.
- Basic Needs: Save for breathing, Maa-Kheru don’t have standard mortal needs. Instead of food, Maa-Kheru derive all sustenance they need from either holy water or sacred water (water from a sacred site). If they are denied this, they suffer from dehydration as any mortal would. Instead of sleep, they must be wrapped in sacred linens or suffer fatigue after two nights. After three nights, they suffer exhaustion.
- Deathvision (Ex): Maa-Kheru have darkvision up to 60 feet. In addition, the Maa-Kheru can determine the condition of creatures near death within 60 feet, provided they are in a dimly lit environment. The Maa-Kheru knows whether each creature within the area is dead, fragile (alive and wounded, at less than 50% hit points), fighting off death (alive with 50% or more hit points), undead, another Maa-Kheru, or neither alive nor dead (such as a construct or Half-Living). Bright light negates this ability.
- Light Sensitivity (Ex): When in bright light, or within the area of a daylight spell, Maa-Kheru suffer a -1 circumstance penalty to attack.
- Disturbing Visage: Maa-Kheru find it hard to fit in with other races, who consider their appearance disturbing. Maa-Kheru, in turn, have a hard time understanding the duality that other races project upon the world. Thus, they all get -2 to Diplomacy Gather Information and Perfom skill checks. In addition, anyone looking upon the face of a Maa-Kheru immediately shifts their reaction down one level (i.e. friendly to indifferent) and has trouble looking into its eyes. When its face is revealed in this way, a Maa-Kheru gets +2 Intimidate.
- Unliving Resistances (Ex): Maa-Kheru gain +4 on saves to resist death effects, energy drain, ability drain, special attacks of the undead, and necromantic spells.
- Cursed (Ex): Unliving do not heal hit points normally, and no magic spell exists that heals a Maa-Kheru of wounds. They are not affected by raise dead and reincarnate spells or abilities, nor resurrection or true resurrection. Remove disease, remove poison, and other similar spells function on the Maa-Kheru as normal.
- Names of the Underworld (Ex): The Maa-Kheru possess the soul of one who has been judged by Osiris, lord of the Underworld. Creatures from the Underworld (ghosts and demons) recognize the Maa-Kheru's powerful soul and are more cautious around him. The Maa-Kheru gains +1 on all character level checks to banish, control, or turn such creatures. He also gets +2 Intimidate ghosts and demons.
- Gifts of Neith (Su): The only way a Maa-Kheru can heal is by being wrapped in sacred linens called “gifts of Neith” for at least six hours, entering a catatonic state which they describe as a dream-like journey through the Underworld. After this time they emerge fully restored, with all hit points healed; as a side effect paralysis is negated. Poison, disease, curses, and ability damage are not healed, however. Through this ritual a Maa-Kheru can even cheat death. As long as its body is mostly intact and not subject to a curse, the Maa-Kheru can be revived. If Maa-Kheru is damaged beyond this point (i.e. mutilated, chopped up into pieces and buried, burned to a crisp, eaten alive and digested, etc.), they cannot be returned to the lands of the living. However, each time a Maa-Kheru dies and is brought back to the living world, it suffers a -1 penalty to its Constitution as its soul longs to return to heaven (though the spirit is cursed not to return, it still has hope that it might). It is important to note that a Maa-Kheru cannot wrap themselves in these linens, but must be wrapped by others.
 
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How much Holy Water do they need? They'd all have to be rich adventurers to afford enough water to drink.

They have some useful abilities, but their limit on healing will cause problems on many adventures.

Geoff.
 

Did I read correctly that all hit points are restored in 6 hours? That's the only thing that made me hesitate, but I think with the other penalties to healing, resurection and stuff it about balances out. I'd let a player have one as a character at 1st level.
 

Thanks, all! :) ECL 0 it is!

Geoff Watson said:
How much Holy Water do they need? They'd all have to be rich adventurers to afford enough water to drink.

I was thinking something like 2 flasks per day...not sure. In the campaign world, they live near a sacred oasis lake whose waters act like holy water.

Geoff Watson said:
They have some useful abilities, but their limit on healing will cause problems on many adventures.

Thanks! Here are a couple ideas to offset that...

Embalming Fluid: This simple magical concoction, when applied to a corpse acts as a gentle repose spell cast at 6th level. It has the additional property of healing 2d4 hit points of damage when applied to a Maa-Kheru by someone with Knowledge (Religion) on a DC 15 check. A Maa-Kheru can only benefit from Embalming Fluid once a day. This is the only known method for healing a Maa-Kheru.
CL 6th; Brew Potion, gentle repose; Price 600 gp; Cost: 300 gold + 50 XP

Feat: Channel Negative Energy
When you are affected by an undead’s energy or ability drain powers you may attempt to channel the negative energy into either healing for yourself or to disrupt the undead’s existence.
Prerequisite: Maa-Kheru only.
Benefit: When an undead attempts to use its energy drain or ability drain power on you, make a character level check modified by your wisdom, opposed by the undead’s hit dice check modified by any turn resistance it possesses. If you succeed, the undead takes 1d6 damage for every negative energy level that would have been bestowed and/or 1d4 damage for every point of ability drain. If you fail, however, your normal racial defenses against such attacks are temporarily lowered for the purposes of this attack only. Alternatively, you may heal 1d6 damage per negative energy level, and/or 1d4 damage for every point of ability drain. This ability does not work against allied undead you have summoned or control.

Scouring Sands
Necromancy
Level: 3
Target: One corpse, one undead, or 20 lbs./level of matter
Components: V, S, M, DF
Duration: Instantaneous
Range: Close (25 ft +5 ft/ 2 levels)
Casting Time: Standard action
Saving Throw: Fortitude for half
Spell Resistance: No
Sand creeps over the target, hastening its natural rate of decay. Unless a saving throw is made, all dead matter rapidly decays into fine dust indistinguishable from sand. Already rotted matter, such as dirt, is unaffected by this spell. Anything that is arguably still living (a person turned to stone, freshly hewed wood, or a dying creature) or never was living (stone, metal, or water) is unaffected.
Against a corporeal undead opponent with some remnant of flesh (i.e. not skeletons), this spell inflicts 2d6 + 1 hp/level. On a successful save, the undead takes half damage. Against one of the Maa-Kheru (Unliving), this spell is also effective as an offensive measure, inflicting damage as above, though it has the added effect of a neutralize poison and remove disease spell as well. When an allied spellcaster uses it on a Maa-Kheru, the caster may opt to “pull the punch” (so to speak) and simply inflict 2d6 damage (not the extra +1/level).
Material Component: A scarab fashioned out of baked dung.
 
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