Necromyr are rumored to be the result of a failed magical experiment. No one knows for sure how the race came to be, but the “half-dead”—or “ghouls” as they are called by those with a hatred for them—are a complicated and misunderstood species. They are truly caught between the living and the dead. They register faint auras in response to both Detect Life and Detect Undead spells, though not as strong as either full species. The necromyr view situations in light of their unique perspective. Due to their unnatural appearance, many necromyr are persecuted in areas of civilization, though most mean no harm.
Necromyr live a normal physiological life in regard to aging and death and have a life span comparable to halflings. Despite their “half-dead” condition, they are capable of reproducing sexually, though there is no known instance of cross-species reproduction. They may mate (though many find this arrangement repulsive) with other species, but no pregnancy will ever result from these relationships.
Necromyr stand about as tall as humans and weigh as much. Their facial features resemble those of humans, but that is usually where the comparison ends. Necromyr often exhibit some state of “decay,” those this is purely visual and has no impact on their health nor does it result in any actual physical deterioration. Necromyr vary widely in appearance, but possess a certain deathly quality. Some can pass for humans in the right light; others are attacked on site for their close resemblance to actual zombies. Their skin is often pale and tinged with greys, greens, and browns. There is a shallowness to their face and skin, and their hair is limp and dull. Some necromyr grow hair only in uneven patches. The eyes of half-dead are sunken and have a pale film over them, ranging in color from white to black, grey, red, or cold blue.
Alignment and Religion:
Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.
Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.
Standard Racial Traits
Ability Score Racial Traits:
Necromyr are resistant to most conditions that affect the “fully living,” and having “one foot in the grave” has granted them an other-wordly perspective on life. Unfortunately, due to there fearful appearance and aura, even kind and helpful Necromyr are shunned by other races. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Necromyr are Medium creatures and thus receive no bonuses or penalties due to their size.
Necromyr are Humanoids with the necromyr subtype.
Necromyr have a base speed of 30 feet.
Necromyr begin play speaking Common. Those with high Intelligence scores can choose any language they want (except secret languages, such as Druidic).
Defense Racial Traits
- Undead Affinity: Due to their appearance and smell, mindless undead such as zombies or skeletons will not initiate an attack upon necromyr unless directly ordered by a master or if the mindless undead are first attacked by a necromyr.
- Undead Resistance: Necromyr gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
- Resist Level Drain (Ex): A necromyr takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a necromyr takes are removed without the need for an additional saving throw.
- Necromyr are immune to all natural, non-magical poisons.
Feat and Skill Racial Traits
Magical Racial Traits
Spell-Like Abilities (Su):
- Detect Undead: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
Senses Racial Traits
- Darkvision: Necromyr see perfectly in the dark up to 60 feet.
- Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, necromyr have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
There are no known subtypes of Necromyr.