Grave Kin (Half Ghouls):
Race Stat Modifiers:
Saving Throw Modifiers: Fortitude + 1, Reflex + 1
Attribute Modifiers:
Affiliation Chaos + 5
*Halve any SAN penalty to Sanity Checks.
Languages: Language of human parent and Ghoulus (Ghoul Tongue). (Ghoul language imprint upon you.)
Blood Color: Blood will be of the human parent.
Description:
The Grave Kin come into existence though three ways. 1) The unholy union of a Ghoul with a Carcosan Human. 2) Dormant DNA of a Distant Ghoul ancestor was made active when your characters (or parents) partook in cannibalism. 3) Long term exposure to Ghoul culture/society. (As in a year or more.)
Gaunt Men/Women can detect what you are and may try to kill you. (Ghouls and Gaunt Men are natural enemies.)
Your character will start out looking mostly like your human parent(s), but at the start of play, you have developed at last three of the nine listed Ghoul features. Choose three and at higher levels you gain more. If your character is ever reduced to zero or negative SAN for more than one game session, he/she will make the quick transformation into a Ghoul and be an NPC monster.
“These figures were seldom completely human, but often approached humanity in varying degree. Most of the bodies, while roughly bipedal, had a forward slumping, and a vaguely canine cast. The texture of the majority was a kind of unpleasant rubberiness.” ~ “Pickman’s Model” by H.P. Lovecraft.
“It was a colossal and nameless blasphemy with glaring red eyes, and it held in bony claws a thing that had been a man, gnawing at the head as a child nibbles at a stick of candy. Its position was a kind of crouch, and as one looked one felt that at any moment it might drop its present prey and seek a juicier morsel. But damn it all, it wasn’t even the fiendish subject that made it such an immortal fountain-head of all panic—not that, nor the dog face with its pointed ears, bloodshot eyes, flat nose, and drooling lips. It wasn’t the scaly claws nor the mould-caked body nor the half-hooved feet—none of these, though any one of them might well have driven an excitable man to madness.” ~ “Pickman’s Model” by H.P. Lovecraft.
Racial Modifiers:
Level: Bonuses:
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Zero Level:
0 Title: []
Affiliation Modifier: Chaos +10
Attributes: STR +1, CON + 1, CHA -1, BEA - 1
Combat:
Hit Point Modifier: N/A
Saving Throws:
Language: Human parent language
Race Abilities: Ultraviolet Vision,
Elemental Resistances: Human Parent Vulnerabilities/Resistances [See Below]
Elemental Vulnerabilities: Human Parent Vulnerabilities/Resistances [See Below]
Other Resistances:
Other Vulnerabilities: x2 Damage vs all lasers.
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Zero Level Grave-Kin Abilities:
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Ultraviolet Vision:
At zero level the Grave Kin can also see in the Ultraviolet spectrum.
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First Level:
1 Title: []
Affiliation Modifier: Chaos +10
Attributes: N/A
Combat:
Hit Point Modifier: +1
Saving Throws:
Language: Human parent language
Race Abilities: Immunity to Non-Sorcerous Diseases, Immune to Normal Potential Negative Effects of Cannibalism,
Ghoul Features, +3 Ghoul Features,
Other Resistances:
Other Vulnerabilities: x2 Damage vs all lasers.
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First Level Grave-Kin Abilities:
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Ghoul Features:
Starting at first level, the Grave-Kin gains a Ghoul abilities. You select three at first level and at every three full levels you gain another
Ghoul ability until eventually you become a full Ghoul at 15th level. If you make it to 15th level, you can still play as a Ghoul.
Select Three at level One and one at levels 3, 6, 9, 12 and 15.
* Head becomes somewhat canine in shape & ears become pointed and dog-like. (-2 BEA)
* Fingers develop scaly claws (+1D4 damage doing slash attacks.)
* Develop half-hooved feet.
* Develop teeth akin to that of a hyena.
* Stance becomes somewhat hunched with broad shoulders.
* Eyes develop unusual iris shape and take on a yellow, orange or red glow in the dark. (-1 BEA)
* Develop a gutteral, raspy tone or meeping tone to their voice.
* Develop a stench of decay. (-1 CHA)
* Develop thick bristly patches of hair on their back, shoulders and forearms.
* Rubbery texture to flesh and takes on a dull earthen or grey hue to the skin. (-1 BEA)
* Body posture takes on a forwards slumping posture.
* Your diet now requires the consumption of dead humanoids. You can eat recently dead, though you have a preference for flesh that has had time to decompose. You will not becomes sick from doing so under normal conditions. You also gain a +5 to resist contracting any disease from the corpse you are eating. You must make a Will save every time you encounter a Gaunt Man/Woman to not attempt to kill and eat them. Any allies who might be a Gaunt Man/Woman, you must make a Will save every day to avoid compulsion to kill and eat them.
(They just smell delicious!!!)
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Immunity to Non-Sorcerous Diseases:
Starting at First Level, the Grave-Kin gains immunity to any form of Non-Sorcerous Disease. If he/she had been afflicted with one prior
their body suddenly fights it off and become immune to any further infection.
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Immune to normal potential negative effects of Cannibalism:
Starting at First Level, the Grave-Kin gains immunity to any negative side effects of Cannibalism, such as Kuru, which is caused by the
act of Cannibalism. If the character is afflicted by side affects of any negative issues of Cannibalism prior, they vanish at First level.
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Second Level:
2 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: N/A
Hit Point Modifier: +1
Saving Throws: +5 vs Undead Mind Control & Illusions
Race Abilities: Spot Hidden & Secret Doors and Concealed Graves, Resistant to Undead Mind Control,
Race Disadvantages: N/A
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Spot Hidden & Secret Doors and Concealed Graves:
At 1st level the Grave Kin gets a +2 bonus to spot hidden or secrets doors. (Specialization based on Perception Skill)
This increases by an additional +1 at levels 5,10 and 15.
If the target is a concealed grave, double the listed bonuses.
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Resistant to Undead Mind Control:
By Second level your Grave~Kin has developed a high resistance to Undead Mind Control and Illusions.
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Second Level Grave-Kin Abilities:
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Third Level:
3 Title: []
Affiliation Modifier: N/A
Attributes: -1 BEA,
Combat: +1D6 Damage to Undead, Natural Weapons Can Hit Undead Who Need +1 Weapons To Hit,
Hit Point Modifier: +1
Saving Throws: +1 vs Undead Special Abilities, +1 vs Poisons/Toxins,
Race Abilities: Instictively develop the Language of Ghouls, Increased Damage on Undead, +1 Ghoul Feature,
Race Disadvantages: N/A
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Increased Damage on Undead:
Starting at level three, you instictively know how to deliver more damage to undead if they are vulnerable to your forms of attack.
Every three full levels of your character you inflict an additional +1D6 damage to Undead. Even if your attack normally would not
damage an undead, you can inflict this bonus damage. Undead also gain a vulnerability to your natural attacks. Any direct natural
weapon strikes on undead are treated as a +1 weapon for limitation on ability to hit them for every three full levels of your character.
This would be claw, punch, bite or kick for example.
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Third Level Grave-Kin Abilities:
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Instictively develop the Language of Ghouls:
By third level, you have instinctively self imprinted the language of the Ghouls (Ghulus) upon yourself. If prior to this, your character
has already learned this language, you may at this point select another language that you have come across in your travels.
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Fourth Level:
4 Title: []
Affiliation Modifier: N/A
Attributes: +1 DEX,
Combat: +1 to Hit,
Hit Point Modifier: +1
Saving Throws: N/A
Race Abilities: Consumed Last Sight, Enhanced Sense of Smell,
Race Disadvantages: N/A
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Fourth Level Grave-Kin Abilities:
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Consuming Last Sight:
At Fourth level, the Grave Kin can by eating the eyes of the deceased, see what they saw last. You can see what their eyes saw within
one minute of their death for every three full levels of your character.
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Enhanced Sense of Smell:
At zero level the Grave Kin has developed a heightened sense of smell, giving a +1 to Tracking (Survival Specialization). This bonus can
also be applied to different skills under certain conditions. For example, a Grave Kin using Alchemy may add the bonus in attempts to
smell what component may have been used in a potion or poison. This is conditional, and only the +1 to Tracking is constant.
This bonus increases by +1 for every three full levels of the Grave Kin.
Double all bonuses to track Undead and Gaunt Men/Women.
Can smell Undead and Gaunt Men/Women extremely easily.
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Fifth Level:
5 Title: []
Affiliation Modifier: N/A
Attributes:
Combat: Critical Hit Undead on 19+,
Hit Point Modifier: +1
Saving Throws: +1 Fortitude,
Race Abilities: Transition Back/Forth Dreamlands Without Issues, Critical Hits on Undead,
Race Disadvantages: N/A
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Transition Back/Forth Dreamlands Without Issues:
At level Five you have adapted the Ghoul ability to transition between the waking world and Dreamlands without issue. This means that
any abilities you possess in any realms you have in the other. Every three full levels of your character class will lower the usual difficulty
roll for any attempt to perform any dream related abilities.
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Critical Hits on Undead:
Undead gain a vulnerability to your attacks. For any melee be it weapon or natural weapon attack upon an undead for
which will actually damage it, you inflict a critical hit on a natural 19+ at level five, on a 18+ at level ten and 17+ at level fifteen.
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Fifth Level Grave-Kin Abilities:
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Sixth Level:
6 Title: []
Affiliation Modifier: N/A
Attributes: +1 CON,
Combat: +1D6 Damage to Undead, Natural Weapons Can Hit Undead Who Need +2 Weapons To Hit,
Hit Point Modifier: +1
Saving Throws: +1 vs Undead Special Abilities, +1 vs Poisons/Toxins,
Race Abilities: Can Detect Gateways to/from the Dreamlands, Desire to Feast Upon the Dead,
Consume Memories of the Dead, +1 Ghoul Feature,
Race Disadvantages: N/A
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Can Detect Gateways to/from the Dreamlands:
At 6th level the Grave Kin can use his/her senses to detect/find gateways to the Dreamlands. (Or gateways to the waking world if in the Dreamlands.)
The Grave Kin gets a +1 for every three full levels as a bonus to any skill roll involved in tracking, sensing or seeing the gateway. This
bonus only applies when a skill is used to detect such gateways. To a much lesser degree it can be used to navigate the strange realm
of Dim Carcosa (within the walls of the City of Carcosa), but the challenge rating will be much more difficult than that of Dreamland Gateways.
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Desire to Feast Upon the Dead:
At 6th level the Grave Kin can no longer ignore his/her desire to feast on dead flesh of humanoids. Treat this as a insanity.
****************************************************************
Insanity: Compulsion to Eat Dead Humanoids: This insanity is caused by the biological needs and racial memory of the Grave-Kin's
Ghoul heritage. As you have continued your tranformation into a full fledge Ghoul, you now must eventually resort to consuming the
flesh of dead humanoids. The base penalty of this insanity is six. It increases by two each day you have not consumed the flesh of a
deceased humanoid, with a preference of 24 hours dead or more to effectively satiate your inhuman desires. The first week of this,
the difficulty rating is done at Difficulty of Tough, with difficulty level increasing each week as well as the daily penalty increasing until
the character eventually gives in to his/her urges. Each point that this particular insanity goes beyond twenty will reduce the characters
SAN score.
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Consume Memories of the Dead:
Arcane Difficulty: 15+ Usually, but partial brains will require higher difficulty levels, consult GM based on situation.
At 6th level, the Grave Kin has gained the ability to obtain the memories of the dead by eating their brains. Even if the brain is nothing
but a dry mummified husk, if there is material to be consumed, this will work. The memories are varied and may not provide anything
specifically useful if this is done for investigative purposes. Casual consumption for the thrill of experiencing the emotions and the
memories of the deceased requires no roll, but trying to glean specific details will require an Arcane skill check.
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Sixth Level Grave-Kin Abilities:
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Seventh Level:
7 Title: []
Affiliation Modifier: N/A
Attributes: -1 CHA,
Combat: N/A
Hit Point Modifier: +1
Saving Throws: N/A
Race Abilities: Resistant to Undead Draining Abilities, Immunity to Sorcerous/Supernatural Diseases,
Race Disadvantages: N/A
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Resistant to Undead Draining Abilities:
At Seventh level, if an Undead has the ability to perform an Energy Drain or drain an attribute permanently normally, it will be
considered temporary for your character. Energy Drains that would drive you below zero would leave you in a Coma for one day per
level past zero you were drained. If you survive the experience, all lost levels recover at the rate of one per day of rest. For attributes
so drained, those recover at the rate of one point her hour of rest. If the Undead would normally gain healing or bonuses from such
draining upon you, it does not take effect.
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Immunity to Sorcerous/Supernatural Diseases:
By Seventh Level your immunity to disease upgrades to a complete immunity to Sorcerous and Supernatural Diseases, including the
special abilities of high level Unclean or even the greatest Sorcery inflicted diseases.
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Seventh Level Grave-Kin Abilities:
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Eighth Level:
8 Title: []
Affiliation Modifier: N/A
Attributes: +1 STR,
Combat: +1 Parry, +1 Dodge,
Hit Point Modifier: +1
Saving Throws: N/A
Race Abilities: Dreamwalk, Dirt Nap,
Race Disadvantages: N/A
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Dreamwalk:
At level Eight you have adapted the ability to walk between the Dreamlands and the waking world though weak spots between the two
realms. This also grants you a limited ability to transition between layers of Dim Carcosa, the Districts Realms of the City of Carcosa
and the Shores of Lake Hali/Yhtill Wastes.
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Dirt Nap:
At level Eight you heal faster and recover from fatigue and lost power points at double the rate if you partially bury yourself within a
grave, graveyard or rest in a tomb. Ancient and powerful tombs may even increase this amount, with some in fact increasing your
healing of hit points to one per hour.
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Eighth Level Grave-Kin Abilities:
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Ninth Level:
9 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: +1D6 Damage to Undead, Natural Weapons Can Hit Undead Who Need +3 Weapons To Hit,
Hit Point Modifier: +1
Saving Throws: +1 vs Undead Special Abilities, +1 vs Poisons/Toxins,
Race Abilities: Human Elemental Vulnerabilities Vanish ,Natural Weapons Inflict Double Damage to Undead ,+1 Ghoul Feature,
Race Disadvantages: N/A
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Ninth Level Grave-Kin Abilities:
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Human Elemental Vulnerabilities Vanish:
Any Elemental Vulnerabilities that you had from your human side (see toward bottom of the page) will vanish at Ninth level. You will
however retain any Elemental Resistances you had. This does not effect non elemental weaknesses of your human parent however.
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Natural Weapons Inflict Double Damage to Undead:
Starting at Ninth level, your natural weapons (bite, kick, punch, claw) will inflict double damage to Undead.
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Tenth Level:
10 Title: []
Affiliation Modifier: N/A
Attributes: Choose One to get +1 bonus,
Combat: Critical Hit Undead on 18+,
Hit Point Modifier: +1
Saving Throws: +1 Fortitude,
Race Abilities: Become Vulnerable to Elder God/Lawful Attacks, Stun the Dead,
Race Disadvantages: N/A
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Tenth Level Grave-Kin Abilities:
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Stun the Dead:
By Tenth Level, any Undead struck by your natural weapons (bite, claw, punch, kick) must make a Fortitude save or be stunned for one
melee round. This only affects undead who are of equal or lower HD/Levels than your character and they save at a penalty of one for
every three full levels of your character.
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Become Vulnerable to Elder God/Lawful Attacks:
By Tenth Level your Grave~Kin will start to become vulnerable to weapons and miracles of the Elder Gods and their Agents of Order.
Any such Miracle that specifically can only be used by a Lawful Cultist, Weapons of Elder God/Agent of Order design that is imbued
with their powers and energy attacks from a Stellar Vindicator or weapons blessed by a Cultist of Order will inflict double damage to
your Grave~Kin. You will also suffer the full effects of Elder Signs.
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Eleventh Level:
11 Title: []
Affiliation Modifier: N/A
Attributes: -1 CHA,
Combat: N/A
Hit Point Modifier: +1
Saving Throws: N/A
Race Abilities: Natural Attacks Kill Undead Natural 20, Still Grave,
Race Disadvantages: N/A
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Eleventh Level Grave-Kin Abilities:
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Natural Attacks Kill Undead Natural 20:
By Eleventh Level, any time you use a natural attack on an Undead of equal or less HD/Levels than yourself and you have inflicted a
Natural 20 roll on the dice, they will be destroyed. They can attempt a Formidable (25+) Fortitude save to avoid however. For Undead
of greater HD/Levels than the Grave~Kin, they must make Challencing (20+) Fortitude save or be stunned for one melee round.
Please note this ability ONLY applies to natural weapons such as Kick, Bite, Punch or Claw, not melee or ranged weapons.
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Still Grave:
By Eleventh Level, you have gained the ability of "Still Grave". This prevents any Undead within the area of effect who are resting or in
hiding from being able to rise from their grave, tomb, or otherwise rise up to strike you. It also prevents Undead from being created or
Animated within that area for the duration. Said Undead must be LOWER level than your Grave~Kin and must make a Challenging (20+)
Will check to avoid. Any Undead already active will not be affected by this ability, unless they manage to get stunned at any point
during this ability's duration, in which they will need to attempt a saving throw to not stay stunned, though that save will be a Tough
(15+) difficulty Will save.
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Twelth Level:
12 Title: []
Affiliation Modifier: N/A
Attributes: +1 CON,
Combat: +1D6 Damage to Undead, Natural Weapons Can Hit Undead Who Need +4 Weapons To Hit,
+1 to Hit, +1 to Knock Back,
Hit Point Modifier: +1
Saving Throws: +1 vs Undead Special Abilities, +1 vs Poisons/Toxins,
Race Abilities: +1 Ghoul Feature,
Race Disadvantages: N/A
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Twelth Level Grave-Kin Abilities:
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Call to the Restful Grave:
Arcane Difficulty: xx
Power Points Cost: xx
Limit: This can only be performed once per FIVE full levels of the Grave~Kin per day.
Range: xx
Area of Effect: xx
By Twelve level the Grave~Kin can attempt to drive any Undead of equal or less HD/Levels as the Grave~Kin to return to their place of
rest or nearest tomb/graveyard. You can affect one Undead per three full levels of your character and can choose which ones of those
who are within range, that will be affected. They receive a Will save with a penalty of one for every three full levels of your character.
The duration lasts for one hour, plus one additional for every HD/Level in which you exceed theirs. Intelligent Undead will be know they
are being compulsed but if they fail their save, they will not be able to resist, however they may continue to fight those interfering with
their departure and may make defensive retreats from your presence. The Undead do not flee but return at their normal movement
rates to their destinations.
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Thirteenth Level:
13 Title: []
Affiliation Modifier: N/A
Attributes: -1 BEA,
Combat: N/A
Hit Point Modifier: +1
Saving Throws: N/A
Race Abilities: Dream Portal,
Race Disadvantages: N/A
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Thirteenth Level Grave-Kin Abilities:
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Dream Portal:
By Thirteenth Level, the Grave~Kin has developed the ability to not just step between the waking world and dreamlands, but may also
open a portal directly between the two realms. This can also be done in steps between the layers of reality within the City of Carcosa
itself, but the difficulty becomes much higher.
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Fourteenth Level:
14 Title: []
Affiliation Modifier: N/A
Attributes: N/A
Combat: +1 to Parry, +1 to Dodge,
Hit Point Modifier: +1
Saving Throws: N/A
Race Abilities: Immune to Undead Draining Abilities, ,
Race Disadvantages: N/A
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Fourteenth Level Grave-Kin Abilities:
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Immune to Undead Draining Abilities:
At Fourteenth level, your "Resistance to Undead Draining Abilities" upgrades to "Immunity to Undead Draining Abilities".
Such powers just do absolutely nothing to you what so ever.
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Fifteenth Level:
15 Title: []
Affiliation Modifier: N/A
Attributes: Choose One to get +1 bonus except BEA,
Combat: Critical Hit Undead on 17+, +1D6 Damage to Undead,
Natural Weapons Can Hit Undead Who Need +5 Weapons To Hit,
Hit Point Modifier: +1
Saving Throws: +1 Fortitude, +1 vs Undead Special Abilities, +1 vs Poisons/Toxins,
Race Abilities: +1 Ghoul Feature,
Race Disadvantages: N/A
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Fifteenth Level Grave-Kin Abilities:
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Absorb Memories/Skills of Consumed:
xx
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Human Parent Vulnerabilities/Resistances:
Parent: Bone:
1/2 Damage vs all lasers.
1/2 Damage from Copper, Indium, Rhenium.
x2 Damage from Potassium, Neodymium, Tantalum.
+2 Stealth
Parent: Black:
x2 Damage vs all lasers.
1/2 Damage from Arsenic, Tin, Gadolinium, Ytterbium.
x2 Damage from Palladium, Radium, Uranium, Plutonium.
+1 INT
+1 STR
Parent: Blue:
x2 damage vs Blue Lasers.
1/2 Damage from Zirconium, Antimony, Thorium.
x2 Damage from Silicon, Phosphorus, Argon, Actinium.
+1 DEX
Parent: Brown:
1/2 damage vs slime/ooze/acid.
1/2 Damage from Iron, Bromine, Niobium, Thulium.
x2 Damage from Phosphorus, Cobalt, Selenium, Holmium.
+1 CON
Parent: Dolm:
x2 damage vs Dolm Lasers.
1/2 Damage from Manganese, Tellurium, Iridium, Neptunium.
x2 Damage from Stontium, Dysprosium, Lead.
+1 CHA
Parent: Green:
x2 damage vs Green Lasers.
1/2 Damage from Germanium, Praseodymium, Promethium, Bismuth.
x2 Damage from Helium, Thulium, Polonium, Astatine.
+1 DEX
Parent: Jale:
x2 damage vs Jale Lasers.
1/2 Damage from Molybdenum, Cesium, Neodymium, Samarium.
x2 Damage from Nitrogen, Titanium, Tungsten, Mercury.
+1 WIS
+3 PP
+1 Arcane
Parent: Orange:
x2 damage vs Orange Lasers.
1/2 Damage from Potassium, Yttrium, Hafnium.
x2 Damage from Gallium, Cadmium, Platinum, Francium.
+1 STR
Parent: Purple:
x2 damage vs Purple Lasers.
1/2 Damage from Chronium, Xenon, Thallium.
x2 Damage from Technetium, Iodine, Europium, Gold.
+1 BEA
+1 Ride/Handle (Specialization)
Parent: Red:
x2 damage vs Red Lasers.
1/2 Damage from Chlorine, Zinc, Ruthenium, Lanthanum.
x2 Damage from Hydrogen, Silicon, Krypton, Cerium.
+1 STR
Parent: Ulfire:
x2 damage vs Ulfire Lasers.
1/2 Damage from Magnesium, Nickel, Protactinium.
x2 Damage from Boron, Neon, Calcium, Erbium.
+1 INT
Parent: White:
x2 damage vs White Lasers.
1/2 Damage from Sulfur, Barium, Terbium, Lutetium.
x2 Damage from Aluminum, Scium, Rubidium, Osmium.
+1 DEX
Parent: Yellow:
x2 damage vs Yellow Lasers.
1/2 Damage from Sodium, Silver, Holmium.
x2 Damage from Lithium, Vanadium, Rhodium, Tin, Radon.
+1 CON