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Maa-Kheru (Hamunaptra race)
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<blockquote data-quote="Quickleaf" data-source="post: 1831706" data-attributes="member: 20323"><p><strong>Thanks! Here are feats</strong></p><p></p><p>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... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p></p><p><strong>Commanding Touch</strong></p><p>Simply touching an undead foe can allow you to take control of its actions.</p><p>Prerequisite: Maa-Kheru only.</p><p>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.</p><p></p><p><strong>Feign Death</strong></p><p>You can slow your metabolism so as to appear dead.</p><p>Prerequisite: Half-Living feat or Maa-Kheru</p><p>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.</p><p></p><p><strong>Channel Negative Energy</strong></p><p>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.</p><p>Prerequisite: Maa-Kheru only.</p><p>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.</p><p></p><p><strong>Ungrateful One</strong></p><p>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.</p><p>Prerequisite: Maa-Kheru only.</p><p>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.</p><p></p><p><strong>NEW SKILL: RITE OF ASCENSION (TRAINED ONLY)</strong></p><p>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.</p><p>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. </p><p></p><p> DC Activity in the Underworld</p><p>5 + damage</p><p>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.</p><p>5 </p><p>10 </p><p>15 Remove 1d4 points of ability damage</p><p>20 Heal poison, disease, paralysis, </p><p>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.</p><p>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.</p><p>— </p><p>Special: A natural roll of ‘1’ indicates disaster befalls you in the Underworld.</p><p>Synergy: If you have 5 or more ranks in Knowledge (Religion) you get a +2 synergy bonus on your Rite of Ascension checks.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1831706, member: 20323"] [b]Thanks! Here are feats[/b] 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 [B]Commanding Touch[/B] 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. [B]Feign Death[/B] 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. [B]Channel Negative Energy[/B] 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. [B]Ungrateful One[/B] 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. [B]NEW SKILL: RITE OF ASCENSION (TRAINED ONLY)[/B] 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. [/QUOTE]
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