One of my players really wanted to play a Zombie pirate in the vein of one of his favourite video game characters and the Dhampir race just wasn’t going to cut it. So I broke out my copy of the Advanced Race Guide and put together this 10RP playable race.
Eternal Shipmate (10RP)
Some pirates just don’t seem to die, they are preternaturally resilient and although they age, they keep on living. Perhaps it’s a (mixed) blessing from Besmara. Maybe they handled some cursed booty, or attacked the wrong ship or passenger. Whatever the cause, they live for many lifetimes and have the adages and experience to show for it. Unfortunately they also look like they’ve lived many lifetimes…
Eternal Shipmate Racial Traits
+2 Constitution, +2 Wisdom, -2 Charisma: Eternal Shipmates are hardy and wise as the ages, but their decaying forms are disturbing.
Eternal Shipmate: Eternal Shipmates are humanoids with the eternal shipmate subtype.
Medium: Eternal Shipmates are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Eternal Shipmates have a base speed of 30 feet.
Darkvision: Eternal Shipmates can see in the dark up to 60 feet.
Stitcher: an Eternal Shipmate often has to put themselves back together, they gain a +2 racial bonus on Heal checks.
Cursed to Live (Su): the Eternal Shipmate is cursed to live, even when grieviously wounded. Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action.
No Bubbles: Eternal Shipmates can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocation.
Undead Resistance: Eternal Shipmates gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Negative Energy Affinity: Though a living creature, an Eternal Shipmate reacts to positive and negative energy as if it were undead – positive energy harms it, whilst negative energy heals it.
Resist Level Drain (Ex): An Eternal Shipmate takes no penalties from energy drain effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels an eternal shipmate takes are removed without the need for an additional saving throw.
Languages: Eternal Shipmates begin play speaking Common. Those with high intelligence scores can choose any language it wants (except secret languages, such as Druidic).