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DUSKWALKER

RACIAL FEATURES

+2 Dexterity, +2 Wisdom, –2 Charisma: Duskwalkers have supernatural insights from their psychopomp blood and reflexes to match, but their connection to death can leave them distant and withdrawn from normal social interaction.
Native Outsider: Duskwalkers are outsiders of the native subtype.
Medium: Duskwalkers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Duskwalkers have a base speed of 30 feet.
Darkvision: Duskwalkers see in the dark up to 60 feet.

Bonded Mask: Duskwalkers feel an affinity for funereal masks reminiscent of those worn by psychopomps. While wearing a mask of any kind, they gain a +2 racial bonus on saving throws against death effects, energy drain, and negative energy effects. Duskwalkers wearing a mask cannot wear any other magic item in the face slot. However, if the mask possesses magical properties, they gain the benefit from this item as well. A bonded mask gains 5 hardness and 10 hit points, and the duskwalker receives a +4 bonus to CMD to avoid steal combat maneuvers targeting the mask. If the duskwalker ever loses her current mask or decides to change it, she loses these bonuses until a new mask has been bonded, which takes 1 week of wearing the new mask followed by an 8-hour period of meditation using rare incense and herbs costing 100 gold pieces per character level. Any magical or mundane mask can be attuned via this ritual except intelligent masks and artifacts.
Grave’s Mercy: Psychopomps instinctively recognize a duskwalker as one of their own and pause before taking a duskwalker’s soul to the afterlife. Once per day, when a duskwalker would die from hit point damage, she does not die until the end of her next turn. If the duskwalker receives enough healing by then that her hit points are at an amount greater than her
negative Constitution score, the duskwalker does not die.

Soul Sense: Reapers have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).

Languages: Reapers begin play speaking Common and Necril. Reapers with high Intelligence scores can choose any of the following: Abyssal, Aklo, Celestial, Dwarven, Elven, Halfling, Infernal.

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ALTERNATE RACIAL FEATURES

Fleeting Spirit: Some duskwalkers possess such an affinity with spirits that they are able to briefly manifest as a spirit themselves. Once a day, when dying or dead, they may manifest their incorporeal spirit in their square as a free action on their turn. They may then act for one round with whatever abilities they can still use while incorporeal, and at the end of their turn, the spirit fades away. The spirit has an amount of hit points equal to the duskwalker’s full maximum hit point total, but if an enemy somehow destroys the spirit during the duskwalker’s turn, the duskwalker may never be raised or resurrected. This ability replaces the grave’s mercy and soul sense racial traits.

Ghost Hunter: Some duskwalkers are particularly focused on combating spectral beings. Their nonmagical 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. Furthermore, the duskwalker's weapon attacks can deal damage to haunts as if they were positive energy attacks for a number of rounds per day equal to the duskwalker's character level. These rounds need not be consecutive. This racial trait replaces grave's mercy.


Hunter of the Walking Dead: Some duskwalkers focus more on corporeal undead than on spirits, ghosts, and other such intangible creatures. They learn special techniques to better hunt such creatures, gaining a +1 bonus on attack rolls, a +1 dodge bonus to AC, and a +2 bonus on saving throws against corporeal undead. This ability replaces grave's mercy.

Unnatural Aura: Some duskwalkers exude a faint aura of the grave. Animals do not willingly approach them unless they succeed on a Will save or the animal’s master attempts a Handle Animal or wild empathy check. The DC is equal to 10 + your level + your Charisma modifier. This replaces soul sense.

RACIAL FEATS
 

Frightful Mask
Your mask has an otherworldly feel to it, seeming to stare into the souls of your enemies and strike fear in their hearts.
Benefit: While wearing your bonded mask, your visage unnerves your enemies. Whenever you attempt a PSB check to demoralize, you gain a +2 bonus and can attempt to demoralize two enemies instead of one. If you inflict the shaken condition on an opponent by any means, the duration of the condition increases by 1 round. Once per day, you can spend a standard action to stare at a shaken opponent. The opponent must succeed at a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become frightened for 1 round. If your opponent fails the save by 5 or more, they are instead panicked for 1 round.

Greater Spirit Mask
Your spirit mask is more powerful than normal.
Prerequisites: Wis 15, Knowledge (divine) 7 ranks.
Benefit: Your spirit mask has become a spirit of unusual power. While in animate form, it regains the poison, fast healing, and spell-like abilities of a spirit oni, and it can cast word of expulsion 1/day instead of command and sleep 1/ day.

Impregnable Mask
You store vital essence in your mask, making it hard to kill you with ordinary weapons.
Prerequisite: Character level 4.
Benefit: You shift some of your vital essence into your bonded mask, making it hard to harm you while the mask is whole. While wearing your bonded mask, you gain DR 2/ adamantine, which is reduced to DR 1/adamantine if your bonded mask has the broken condition.

Spirit Mask
Your bond with your mask has grown strong enough for the mask to develop a spirit of its own.
Prerequisites: Wis 13, Knowledge (divine) 3 ranks.
Benefit: Your mask has gained its own spirit, becoming a creature of its own. Your mask can switch between its usual inanimate form and its new animate form at will as a standard action. In its animate form, use the stats for a spirit oni without the poison, fast healing, or spell-like abilities, with Knowledge (divine) +7 instead of Knowledge (arcane), and with the spirit subtype instead of the oni subtype. Although it loses its hardness while animate, the mask also gains the familiar abilities of a wizard of your character level. In its inanimate form, the mask regains the hardness it had as an item but loses all other abilities except for its intelligence and the fact that it grants you Alertness.

Threnody
Your connection to the afterlife allows your music and words to touch the spirits of the dead.
Prerequisites: Cha 13, bardic performance class feature.
Benefit: Your bardic performances can affect undead, including mindless undead, even though they are usually immune to mind-affecting abilities. If an undead is immune to mind-affecting abilities through another means, your performances still do not affect them. When beginning a bardic performance, you must choose whether your performance affects the living or the dead.

FAVORED CLASS BONUSES

Alchemist: Add one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.

Armorist: Reduce the summoning time of 1 piece of bound equipment per 4 levels taken to a swift action. If the time required to summon that piece of bound equipment is already a swift action, this instead reduces it to a free action.

Barbarian: Add +1 foot to the barbarian's base speed.

Bard: Every 5 times this bonus is selected, choose a score. As part of that score's outro, the bard can heal a single living creature within 30 feet for 1d3 points of damage.

Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.

Druid: Add 5 feet to the druid's animal companion's darkvision.

Elementalist: All elemental pulses deal an additional +1/4 positive energy damage. This extra positive energy damage has no effect on targets normally healed by positive energy.

Eliciter: Gain a +1 bonus to checks made to overcome the spell resistance of outsiders.

Fey Adept: Gain a +1/2 bonus to Stealth checks and Perception checks made in dim light and darkness.

Fighter: Add a +2 bonus on rolls to stabilize when dying.

Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.

Magus: Gain 1/6 of a new magus arcana.

Malefactor: Add +1 foot to the radius of your aura of misfortune.

Monk: Add +1/4 to the damage of an unarmed strike.

Occultist: Increase the occultist’s total number of points of mental focus by 1/2 point.

Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

Ranger: Add +1/4 favored terrain selection.

Rogue: Add +1/2 to sneak attack damage dealt to undead.

Sentinel: Increase the total number of negative hit points you can reach before dying by 2.

Shifter: Increase the number of negative hit points you can possess before dying by 1, and gain a +1/4 bonus to Survival checks.

Sorcerer: Gain +1/6 of a bonus magic talent.

Soul Weaver: Increase the save DCs of all of your Life sphere effects by +1/6.

Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round.

Witch: Gain +1/6 of a bonus magic talent.

Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.

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