Duskwalker

Born of an ancient pact, the duskwalkers are the honored dead, souls given the privilege of a single reincarnation. Each had once helped the cause of fate, preserving the cycle of souls by sword or pen, out of duty or kindness or fear. Each had seen their first life end too soon, a thread cut before its fated time. Now, they live again, watched by the powers beyond but free to forge new destinies.   Duskwalkers struggle to understand the fear and hesitance with which most other races speak of death, and even cheerful duskwalkers tend toward dark and morbid senses of humor. However, other communities value or even revere duskwalkers for their wisdom, skill at medicine, and proficiency at fighting undead. Duskwalkers get along particularly well with members of other races that share a planar heritage, such as aasimars and tieflings.   Despite the prejudices they sometimes face, duskwalkers are typically companionable, open-minded, and accepting of people.  

Description

Other than their gray skin, a duskwalker's physical features bear some resemblance to those they held in their previous lives. As such, a typical duskwalker looks mostly human, other than their unusual coloration. However, duskwalkers whose ancestors belonged to other races can manifest with characteristic features such as pointed ears, hairy feet, or even feathers, horns, scales, or tails—though they rarely manifest smaller or larger than Medium.  

Racial Traits

  Ability Adjustment: +2 Dexterity, +2 Wisdom, -2 Constitution. Duskwalkers are agile and wise, but their bodies are fragile.   Size: Medium.   Speed: Duskwalker base land speed is 30 feet.   Type: Humanoid (Human, Planetouched).   Age: Duskwalkers mature at the same rate as humans.   Vision: Darkvision 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Duskwalkers can fuction just fine with no light at all.   Racial Skills: +2 bonus on Knowledge (religion) and Heal checks.  

Special Qualities

Ghost Hunter (Su): In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s non-magical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and their magic weapons can deal critical hits and Precision Damage, even if they do not have the ghost touch property. Once per day as a Standard Action, a duskwalker can focus their natural revulsion toward Undead. If they do so, they treat all weapons they wield as if they had the ghost touch property for 1 minute.   Ward Against Corruption (Ex): Duskwalkers gain a +2 Racial bonus on Saving Throws against negative energy and death effects, as well as the spell-like and supernatural abilities of Undead. They are immune to all abilities that would transform their bodies or souls into Undead.  

Languages

Automatic Languages: Common and one of the following: Abyssal, Celestial or Infernal.   Bonus Languages: Abyssal, Celestial, Draconic, Dwarven, Elven, Halfling, Infernal, or Protean.  

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.   Abandoned: Some duskwalker children are shunned and feared by their communities, forced to steal and scavenge to survive. Duskwalkers with this racial trait gain a +2 Racial bonus on Stealth and Survival checks. This racial trait replaces skilled.   Fosterling: Those duskwalker children fortunate enough to be taken in by warm-hearted families grow up surrounded by parents, siblings, and pets. Duskwalkers with this racial trait gain a +2 Racial bonus on Diplomacy and Handle Animal checks. This racial trait replaces skilled.   Petitioner's Agent: A few duskwalkers take on more of their patrons’ aspects than others. A duskwalker so blessed is an agent of fate beyond compare. Once per day as a Free Action, upon making a successful attack, a duskwalker with this racial trait can ignore an amount of Damage Reduction equal to 10 + their Charisma modifier for that attack. This racial trait replaces ward against corruption.   Petitioner’s Bailiff: These duskwalkers can draw upon a fraction of the final judges’ sagacity. Duskwalkers with this racial trait can use their Wisdom modifier when attempting Bluff and Diplomacy checks instead of their Charisma modifier. This racial trait replaces ward against corruption.

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