Maa-Kheru (Hamunaptra race)

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Legend
Here is a race I am working on for the upcoming Hamunaptra: Egyptian Adventures release. It is part of a larger body of work I am preparing to put up as a community website. Please let me know your thoughts! :)

New Race: Maa-Kheru (Unliving)
The Maa-Kheru are descendants of the undead that were awakened by Neith and promised eternal life by the prophet Shepses Tauk if they would lay siege to Antekh and punish the wicked king Othirsis for his tyranny and blasphemy. Those that survived the battle with the Kauthian Knights, though few in number, joined the people of Antekh in the aftermath. These undead were blessed by Neith with the ability to procreate, and their children were known as the Maa-Kheru, or “true of voice.” The were given this name after the myth of the weighing of the heart. It was said the heart of a worthy soul was weighed as the soul reported a negative confession, declaring its abstinence from evils. If the heart weighed less than a feather, the soul was called “true of voice” and given a place in heaven.

Personality
Once fiercely loyal to their living allies, the Maa-Kheru have become jaded after years of being treated as little more than unseen servants. Their personalities are intense and their memories long. A friend or a foe is never forgotten, and a Maa-Kheru will go to great lengths (often considered insane) to right a wrong, and especially to hunt down those who have violated them or the sanctity of death in some way. It is better to be thrown into the fireplace than be the target of a Maa-Kheru’s vendetta. Maa-Kheru are especially hateful of undead, and oppose them at all possible opportunities, even if it means putting aside another rivalry. Only those undead that are clearly good-aligned have any prayer of escaping the Maa-Kheru’s wrath. A Maa-Kheru straddles the boundary between life and death, and feels a constant conflict in their being, often expressing itself as a ferocious nature. Like the goddess that woke them, Maa-Kheru are known for their ferocity in opposing those who threaten civilization.

Physical Description
The average adult Maa-Kheru male stands between 5-1/2 and 6 feet tall, and weighs between 120 and 180 pounds. Females are about six inches shorter and 50 pounds lighter. The Maa-Kheru appears as a wrinkled and shriveled corpse with translucent white hair (if any at all). Its skin is rough and bound tightly about the bone, adopting a dark brown color as if it had been preserved by natron and aged for decades in the desert. The Maa-Kheru’s eyes are milky as in the dead person’s complexion; both the iris and pupil are a pale, nearly white, hue. Most often, they adopt the clothing of the community in which they live, though some Maa-Kheru observe the practice of wrapping themselves as a mummy. A Maa-Kheru is considered an adult at the age of 14, and can “live” for a very long time indeed; the oldest known Maa-Kheru is said to be over 600 years old. Maa-Kheru that survive this long do not die, rather they enter a deep sleep from which they do not awaken. It is theorized amongst sages that they are waiting for the time when Neith will call them to action.

Relations
Maa-Kheru strive to be accepted by the other races who they would willingly serve, but so often receive rejection that most Maa-Kheru have a standoffish attitude. Used to being scorned, Maa-Kheru defend themselves, not letting any save their own kind get close to them. It has been said that winning the favor of a Maa-Kheru is harder than wrestling crocodiles; however, who wins a Maa-Kheru as his friend is guaranteed a devoted companion for life. Given their long lives, Maa-Kheru often serve as tomb guardians and caretakers for their closest friends. Maa-Kheru deeply appreciate those who take good care of the dead. In many ways, they see eye to eye with the Anpur (Gnolls).

Alignment
Maa-Kheru tends towards leading a lawful life, typically lawful neutral or lawful good. However, those who do embrace evil are among the worst villains known. Chaotic Maa-Kheru are often those who felt down-trodden by society and seek personal freedom.

Maa-Kheru Lands
Over the ages, some of the Maa-Kheru migrated from Antekh to form communities of their own. In truth, their numbers are too small to be anything more than a minority in Antekh. Some consider their true home to be the Underworld, as the Asari (Halflings) do, and seek a way to return. These Maa-Kheru are known as the “Ungrateful” by their fellows, for they believe they were deceived by Neith and that this life is actually punishment for failing judgment in the Underworld. The Ungrateful seek a way to sneak or force their way through the Underworld into the heaven they feel was denied them by being awakened. This minority is based in the Deadlands, and they welcome any of their kind who espouse similar views; all others are turned away, by force if necessary.

Religion
As a race, the Maa-Kheru worship Neith. Some do turn their backs on her, typically the “Ungrateful” but such rejection is rare as the Maa-Kheru need the sacred linens of Neith to heal and renew themselves. Occasionally, other gods are worshipped in addition to Neith, particularly gods of death such as Osiris, Nephythys, and Selqet. As a group, the four sons of Horus (Amset, Duamatef, Khebsenef ) are often revered. Anubis is rarely worshipped, and is actually proscribed due to some ancient pact with the Anpur (Gnolls). A Maa-Kheru worshipping Anubis can only receive up to 3rd level spells and will be actively hunted by Anpur aware of the breach.

Language
In addition to speaking Common, most Maa-Kheru learn a couple additional languages, often Halfling and Gnoll, to communicate with those who have a close bond to death.

Maa-Kheru Names
When a Maa-Kheru is named, he or she often receives the name of one of original undead awoken by Neith or of a deceased member of his family. Given their subtle belief in reincarnation, Maa-Kheru treat their names with the utmost reverence; to speak badly of their names is to dishonor countless before them who bore the same name. There is little difference in naming males and females, though females are often receive the “nth” ending to their names, signifying their connection to Neith.
Common Unliving Names: Hetep-mes (“Born of peace”), Mes-sep (“Gives birth to peace”), Utch-re (“Strong of voice”), Khesef-harash (“Great in speech”), Sere-sra (“Lifting up his/her face”), Besma-emker (“Flame seeing in the night”)

Adventurers
Stemming from their deep sense of stewardship over the other races, Maa-Kheru living in the city typically take to the adventuring life if a beloved friend does. Often, Maa-Kheru will follow where the living fear to tread. Independent Maa-Kheru also tend to become adventurers if they’re outcasts, typically becoming wildwalkers. Few, if any, become ghaffir, as that class represents the antithesis of the civilization which Maa-Kheru are compelled to protect.

Maa-Kheru Racial Traits
- +2 Wisdom, -4 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 society difficult for them. (“Ah! It’s one of the undead, kill it!”)
- Medium: As Medium creatures, the unliving have no bonus or penalty due to size.
- Unliving base speed is 30 ft.
- Deathvision: Maa-Kheru can see in the dark up to 60 feet in full vivid color. Conversely, Maa-Kheru in well-lit conditions are color blind, seeing only black and white. 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, with 3 or fewer hit points), fighting off death (alive with 4 or more hit points), undead, another Maa-Kheru, or neither alive nor dead (such as a construct or Half-Living). This ability gives them +4 on Sense Motive checks to determine if a creature is feigning death. Bright light negates this ability.
- Unliving Immunities: Maa-Kheru are immune to death effects, energy drain, ability drain, fatigue and exhaustion effects.
- Basic Needs: Save for breathing, Maa-Kheru don’t have standard mortal needs. Instead of food, Maa-Kheru derive all sustenance they need from holy water. If they are denied this, they suffer from dehydration as any mortal would. Instead of sleep, they must be wrapped in sacred linens every night or suffer fatigue after two nights. After three nights, they suffer exhaustion.
- Gifts of Neith: Unliving do not heal hit points normally, and no magic spell exists that heals a Maa-Kheru of wounds. The only way they 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 restored; 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. Add the unliving’s character level to its Constitution score; this yields the maximum negative hit point value that it can reach and still be brought back. If the Maa-Kheru is damaged beyond this point, it cannot be returned to the lands of the living. It is not affected by raise dead and reincarnate spells or abilities, nor resurrection or true resurrection.
- Automatic Languages: Common. Bonus Languages: Any.
- Favored Class: Beqenu

Clarification: Unliving versus Undead
Maa-Kheru are distant descendants of undead gifted with the ability to procreate by the goddess Neithm, though they may only reproduce with others of their own kind. Maa-Kheru, unlike undead, are not subject to positive energy effects or effects which specifically target undead, such as turning.
 

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All I can say is very well written, indeed. You definately did your research ( or atleast I'm assuming you did, judging by the names. ) =)

Already thinking of a reason to throw one of these as an npc into my Greyhawk campaign.
 

Thanks! Here are feats

Here are the feats that go along with the race so far. I definitely am still struggling with the last one as you can tell... :o

Commanding Touch
Simply touching an undead foe can allow you to take control of its actions.
Prerequisite: Maa-Kheru only.
Benefit: On a successful touch attack against an undead foe with HD equal to or less than your character level, you take control of the undead. Against non-intelligent undead (zombies, skeletons, etc.) this lasts for a number of minutes equal to your character level, while against intelligent undead (vampires, mummies, etc.) it lasts for a number of rounds equal to your character level. Intelligent undead are entitled to a Will save (DC equal to 10 + ½ your character level, rounded up) to resist. When the duration expires, the undead creature returns to its former allegiance or behavior. The controlled undead can still be turned. Only one such undead can be controlled at a time, though this ability can be used as often as desired.

Feign Death
You can slow your metabolism so as to appear dead.
Prerequisite: Half-Living feat or Maa-Kheru
Benefit: For the ruse to work, you must make a Bluff check opposed by a Sense Motive check. If you succeed, it appears that you are dead, or die of a seemingly minor injury. Unfortunately, many sentient beings are aware of this ability, and will often administer a coup de grace just to be sure. Against animals and less intelligent monsters, the ruse is extremely effective. As an added bonus, feigning death doubles the length of time it takes for you to be affected by poison, drowning, and disease. You can feign death for a maximum of one hour.

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. Note, that Maa-Kheru who have tried to be intentionally drained that they may use this feat find that it does not function; apparently, you must perceive a real threat in order for the feat to work.

Ungrateful One
You believe that Neith tricked your ancestors, and this rotten body is a form of earthly punishment for crimes committed in another lifetime. According to your beliefs, your soul was found unworthy by the judge Osiris, but instead of being fed to Ammait (Eater of the Dead) you were sent back in the form of a Maa-Kheru. Your efforts are focused at finding a way to trick or force your way into Amenti, or heaven, which you feel you’ve been wrongly denied.
Prerequisite: Maa-Kheru only.
Benefit: You scorn the “gifts of Neith” and in fact the ritual has no effect on you. Instead, you learn the Rite of Ascension (a new skill). By performing this rite over the course of four hours, you temporarily leave your body and travel in soul form to the Underworld.

NEW SKILL: RITE OF ASCENSION (TRAINED ONLY)
Used by those Maa-Kheru who turn their backs on Neith, this skill concerns controlling their spiritual body (sahu) in the Underworld. By fine-tuning this skill, you can accomplish more and more difficult tasks in the Underworld. The base amount of time you can spend in spirit form is one hour. This skill represents conscious control over what other Maa-Kheru experience as only vague dreams during their “sleep” cycle. Be aware that this rite brings dire risks to any performing it incorrectly.
Check: You make a Rite of Ascension check if you wish to accomplish something while you sleep. Since Maa-Kheru do not heal wounds naturally, it is often a necessary skill for the Ungrateful to learn.

DC Activity in the Underworld
5 + damage
to heal Heal wounds by traversing a series of paths in the Underworld where you appeal to various deities and guardians to intervene on your behalf.
5
10
15 Remove 1d4 points of ability damage
20 Heal poison, disease, paralysis,
25 Skinwalking. Move your spiritual body into the physical body of another, as per a ghost’s malevolence ability. Those who can sense your presence may resist on a Will save (DC 15 + your Charisma modifier). If you are successful, you can travel in their body as a passenger and see the world through their eyes.
25 Stay in spirit form for longer than an hour. This check must be made every half hour, and each check after the first adds an additional +1 modifier to the DC.

Special: A natural roll of ‘1’ indicates disaster befalls you in the Underworld.
Synergy: If you have 5 or more ranks in Knowledge (Religion) you get a +2 synergy bonus on your Rite of Ascension checks.
 

Very well written. Overall I think it is balanced for LA+0, but might get tricky if the DM doesnt enforce the more subjective penalties. In your very specific campaign world this should work fine, but being thrown into "anyold game" might not work so well. Nicely done.
 

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