ECL +2
Category Level (if known): Category 3 (Discriminated)
Fetch are the least common of the half-undead, since the blending of the corporeal with the ethereal is a logistical nightmare. Some fetch are born when the gods allow a woman to carry the child of her deceased love's spirit. Others are ghosts, spectres, or other incorporeal undead who were restored to life with flawed magic. Whatever their origins, fetch are powerful yet frail creatures that tend to rely more on their special powers than on physical prowess in combat. Many become so sickly that they require almost constant care from family or friends.
A fetch resembles a sorrowful human with hair, skin, and eyes of a nearly transparent white, blue, or ash-gray color. A typical fetch appears sickly and physically weak and speaks in a soft, melodious voice.
No type change
Subrace field: Fetch
Str -2, Dex +2, Con -2, Cha +2
On Skin:
+2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school
+4 racial bonus on Move Silently
50% immunity to negative energy
50% vulnerability to divine energy
Immune to ability damage and drain, energy drain (negative levels).
Feats:
228 Darkvision
2468 Wingless Flight
1345 FEAT_RacialECL_2
Other mechanical abilities:
Unnerving Gaze (Su): A fetch can unnerve an opponent with a glance. Any living being that meets its gaze must succeed at a Will save (DC 10 + one-half the fetch's total Hit Dice + the fetch's Charisma modifier) or be shaken for the next 10 minutes. A successful save renders a creature immune to that fetch's gaze for 24 hours. [Implemented as a widget of Cloak of Fear at-will]
Ghost Form (Su): A fetch can create a spirit body capable of traveling about freely and engaging in combat. This ability is usable once per day and requires a full round action. [Implemented as a widget of Gaseous Form 1/day.]
Roleplay-only abilities:
Detect Incorporeal Undead (Sp): At will, a fetch can detect any form of incorporeal undead. This ability works like the detect undead spell (caster level equals fetch's HD) but it only detects incorporeal undead.
Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate.
Telekinesis (Sp): Once every 1d4 rounds, a fetch can use telekinesis as a caster of a level equal to the fetch's total HD.
Unnatural Aura (Su): Animals, both wild and domesticated, can sense the unnatural presence of a fetch at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
ECL +1
Category Level (if known): Category 3 (Discriminated)
Ghedens are spawned by melding mortal essence with zombies, skeletons, or other undead automatons. They rarely occur without the intervention of a necromancer or evil deity, although botched resurrections sometimes bring the unfortunate soul back as a gheden.
A gheden is a gray, corpse-like being with hollow, black eyes and a distant expression. It often smells of freshly dug earth. Ghedens range from extremely gaunt to thick and muscular. They are the least powerful of the half-undead, but their inability to feel pain gives them and edge in combat.
No Type Change
Subrace field: Ghedan
+4 Str, -2 Dex, -2 Int, -4 Cha
Loses 4 skill points
Feats:
(228) Darkvision
(40) Toughness
(14) Great Fortitude
(1344) Racial ECL +1
On Skin:
-8 Open Lock, Disable Trap, Sleight of Hand
+4 Intimidate
Immune: Stun, Fear, Confusion, Energy Drain
+2 Saves vs Poison, Disease, Paralysis, Necromancy
50% Negative Energy Resist
50% Divine Energy Vulnerability
ECL: +2
Alignment: Non-Good
Reaction Level (if known): Level 3 (Discriminated)
Half-Vampires (also known as Dhampir or Dhampires) are the result of an unborn child being corrupted by a vampire's bite on its mother or, in rarer cases, the actual progeny of a vampire and a mortal (usually requiring powerful magic). Though they are living creatures*, they possess traits similar to the undead, and often share their unliving parent's hunger.
+2 Str, +2 Dex, +2 Cha
NO TYPE CHANGE
Subrace Field: Half-Vampire
On Skin:
Damage Reduction 5/+1
Regen +1
Bluff +2
Hide +2
Listen +2
Move Silently +2
Spot +2
Feats:
(377) Improved Initiative
(1345) ECL +2
(427) Resist Energy: Cold
(430) Resist Energy: Electrical
(2470) Natural Armor +2
Abilities:
Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted. (Roleplay-Only)
Blood Drain (Ex): Half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour.
*As a living creature, Half-Vampires have a lifespan equal to the base creature. They also need to eat the same as any other living creature, and cannot survive off of blood alone.