The Impir AKA The Damned(Race)

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The Damned(17RP)
Half Undead(5RP):
60 feet of darkvision
+2 racial bonus to saving throws against mind affecting abilities
Take no penalties from energy draining abilities though still can be killed if negative levels surpass their hit dice. After 24 hours the negative levels are removed without saving throws
Healed by negative energy and hurt by positive energy, fast healing and similar affects still heal though
Medium(0RP)
Normal Speed(0RP)
Standard Ability Modifiers(0RP):
While Unsavory and antisocial, The Damned retain fragments of their vast intelligence
+2 CON +2 INT -2 CHA
Xenophobic(0RP):
The damned only speak their butchered ancient language along with their Iron Men
Theraxian is the default language, Damned with high intelligence can Learn Aklo, Aboleth, Dark Folk, and Common
Racial Traits:
Dual Minded(1RP): The Damned have +2 on all will saving throws
Unnatural(2RP): The Damned unnerve any animals they come across and take a -2 on any charisma based check against animals but they also gain a +4 dodge AC against animals
Master Tinker(2RP): The Damned gain +1 on all disable device checks and knowledge(engineering) checks, and they’re also proficient with any weapon they have crafted
Skill Training(1RP): Knowledge(Engineering) and Disable Device are always class skills for The Damned
Spell Like Ability(1RP): Mending can be cast as a spell like ability once per day
Light and Dark(1RP): As an immediate Action The Damned can switch their damage/healing taken from positive and negative energy
Cornered Fury(4RP): When The Damned have no conscious ally an are bellow half health they get a +2 racial bonus to melee attack rolls and AC

The Impir AKA The Damned(Race)

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