Advanced Races #2: Darakhul Ghouls (PFRPG) PDF

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Can you master your hunger and adventure among the surface dwellers? Or will the monster within claim you?

In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. They call themselves The People, but the rest of Midgard calls them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight. Their goals know no limits.

To them, if you are not a member of the People, you are food.

Advanced Races: Darakhul gives you everything you need to play as a darakhul, a greater ghoul of the dreaded Imperium. This 19-page sourcebook by award-winning designer Ben McFarland includes:

  • 11 new darakhul racial traits, and 14 ghoulish feats including Eater of the Dead and Undead Rage
  • 3 new archetypes: Quicksilver Alchemist, Imperial Hunter Ranger, and Necrophage Wizard
  • 8 revolting magic items and equipment
  • 6 new spells and incantations
  • Survival tips for adventuring ghouls
  • Haunting art by Guido Kuip, William McAusland, Chris McFann, Hugo Solis and Darren M. Calvert
  • And much more!

Just remember, your fellow party members are not food! Yet…

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Manflesh for Thought

5/5

*ahem*

This 17 page booklet is about the Darakhul (duh), essentially ghouls with more magic and more power who rule a good chunk of Midgard's Underdark. Due to my unfamiliarity with Midgard, I was a bit lost on the finer points, but got the gist of it.

Mechanically, the race is a challenge to play in a standard adventuring party, due to it's vulnerability in sunlight and need to consume flesh. It is definitely something for the skilled roleplayer.

After that comes advice on how to survive and thrive in a world where everyone hates you, as well as some traits that are interesting enough that they will definitely see use by someone. The feats after THAT are also interesting, although a few are a bit too situational for my taste. The archetypes are good as well (my personal favorite being the Imperial Hunter).

After that comes magic, and then roll credits. Overall, this is great for those seeking to do more with corporeal undead, on either side of the screen.


An Endzeitgeist.com review

5/5

The second in Kobold Press' series of racial pdfs is 19 pages long, 1 page front cover, 1 page editorial/ToC, 1 page advertisement, 1 page SRD, leaving us with 15 pages of content, so let's take a look, shall we?

So what are Darakhul? well, they are a race that has haunted my twisted imagination ever since I had the good fortune of being able to read the closed Open Design "Empire of Ghouls" - essentially, Darakhul are intelligent ghouls that inhabit a subterranean, militaristic empire that constantly requires fuel in the form of flesh. Taking the idea of social predators up to 11, their empire can essentially be envisioned as a kind of blend of twisted theology, Roman discipline and undying hunger. Add a well-greased war machinery, complex social structures and we have an empire of foes that is frightening on more than one level.

And now, you can play these nasties. Darakhul get +2 Cha, no con-score (using like undead instead cha) are either medium or small (with small benefits balanced out by a reduced movement rate of 20 ft. versus the 30 ft. of medium Darakhul), darkvision 60 ft., burrow speed 10 ft., a bite attack 8which unfortunately does not specify whether it acts as a secondary natural attack or a primary one), darkvision 60 ft. and count as undead. Undead PCs are a nightmare to balance and usually, my knee-jerk reflex would be to start complaining right now...but being permanently annihilated at 0 HP, -4 to ability and skill-checks in day light (-2 in the spell's area) sans save and lethal starvation when not consuming sufficient amounts of meat actually do a good job of making the race more fragile and balanced...so yeah, no gripes.

After this basic crunch, we are introduced to the Darakhul and how they interact with the world, advice on how to avoid the Drizz't-syndrome (or at least make it cool) and cover the problem of proper disguises - for Darakhul on the surface (or anywhere, really), may easily end up rather dead by lynchmob when not developing a proper strategy to conceal their nature. Worse, since positive energy harms them, Darakhul may suffer rather unpleasant side-effects from even well-meaning clerics.

A total of 12 different traits for Darakhul are provided to further customize your character: From having grown up in the empire's capital to being able to select traits from the former race prior to ghoulification up to the option to choose lantern beetles (with full stats) as companions/familiars or determine a certain stock from which you were initiated into Darakhul ranks, the traits are balanced and neat.

We also get a selection of 14 new feats that allow for the expansion of darkvision, healing by corpse-consumption, improved tracking of wounded creatures, gaining claw attacks, increase burrow speed and gain DR 5/magic, which upgrades to DR 10/magic - powerful, yes, but since the Darakhul is particularly vulnerable and fragile at low levels, a life-saver to prevent your PC from reaching that nasty 0...Partially adapting to sunlight, cha-mod/day using paralytic saliva (for 1 round +1 per point of cha-mod) and via two feats, one of which is rather high-level, Darakhul can even end their hunger. The problem of rage not working as intended for undead can also be countered via the undead rage-feat, which instead adds the bonus to cha and finally, there is a feat that allows you to consume hearts to power your metamagic - the latter, suffice to say, is a rather evil option.

There also are 3 archetypes herein - the Quicksilver Alchemist who uses mutagens to enhance cha at the cost of wis (and said damage can only be healed by massive meat-consumption) and also learns to create undead and use the inflict-spells, but pays for this in weaker bombs. At 10th level, the archetype may choose the new "Death which dreams"-discovery, which nets him/her 10 negative hp before destruction and a buffer of 5 cha-points of attribute damage before true death - essentially making the character more like a mortal and less fragile in that regard. then again, at 10th level, these scarce few hp are not that much. the Imperial Hunter is perhaps the best slaver/catch 'em alive (and perhaps eat them)-archetype I've seen so far - iconic and cool and nothing to complain about! Finally, we get a focused wizard's school with the Necrophage school. Associated with (surprise) necromancy, these wizards may bolster their power via flesh, gain undead familiars and consume the flesh to gain the benefits of speak with the dead, even if the target is still alive.

Of course, we also get new magic items - 8, to be precise - from books netting bonuses on checks regarding the ghouls, a new type of bone armor (and magic version of it), helms that net you razor maw, ghoul saliva-paste-poison, paralytic poison-net-stones and ghoulish travel rations as well as morningstars optimized for tunnel fighting and close combat/grappling at the expense of working worse when attacking mounted or from higher ground. Beyond these, we also get 5 new spells - cannibalizing lesser undead, inciting forced confessions from targets, improve your flesh with DR that is negated by exposure to daylight or gain deadly, increased bite attacks. Oh, and there is a cantrip that allows you to conjure forth maggots to clean the flesh from bones of the truly deceased. Beyond that, we also get a new incantation - "Call the Reaper's Pack". Superbly fluffy, this cool ritual allows you to call forth one or more lich hounds, which btw. constitute the new CR 5 undead hunting dog: With frightening howls and deadly capabilities to finish off prone creatures with massive damage as swift actions, these undead hounds will drive the fear of the pack into your players!

Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. layout adheres to Kobold press' 2-column full-color standard and the pdf comes fully bookmarked for your convenience and also with several neat pieces of beautiful artwork.

Ben McFarland actually manages to deliver a take on the undead PC-race that is both flavorful and powerful without breaking the game. Playing an undead is a challenge and not for the faint of heart, but with this supplement, I wager it can be a fun endeavor for all involved. Even with very minor ambiguities here and there, the intent of the rules is always clear, though the absence of age, height and weight-tables is a bit unpleasant - I realize that height can be taken from the parent race and age is practically immortal, but weight would be interesting... This second installment of the advanced races-series is fun to read, oozes flair and makes this a thoroughly nice offering at a more than fair price-point. Any supplement that actually can make me contemplate allowing an undead PC in a game is well-crafted indeed- especially since I expected to at least dislike or be ambivalent about this pdf. Great quality in crunch and fluff, compelling writing, neat production values - well worth a final verdict of 5 stars!

Endzeitgeist out.


An RPG Resource Review

5/5

If you are not one of the Darakhul, you are food.

A chilling introduction to this subterranean people, who are more than mindless flesh-munching ghouls, yet encompass that very nature. Herein are all the details to play one, although I cannot imagine wanting to do so by choice... they certainly make for a potent enemy and GMs who prefer real depth to their adversaries rather than using them as mere cannon-fodder for the party to slay will find plenty of use here.

There are, however, several suggestions for ways in which a Darakhul PC is actually viable and enjoyable to play; a worthy challenge for the keen role-player seeking new depths and angles to explore.

For these are no ordinary ghouls. They have a thriving below-ground society in Midgard and even have occasion to venture onto the surface (and not just in search of fresh meat for the larder, either). When doing so, most disguise themselves using a cover identity that allows for all-enveloping robes so that people encountering them do not instantly realise what they are dealing with.

Whether you are looking to play one or are designing some exceptional foes, there are feats and traits and archetypes ready for you to use as well as a section entitled Ghoulish Magic and Miscellany packed with useful things and spells and more.

Thought-provoking.... even if I think I'll stick to fighting them rather than being one!



fantastic! Love to see that this is up and ready for folks to devour.

-Ben.

Liberty's Edge

Agreed! And, ya gotta love that cover art!


There's an homage hidden in that cover, for the veteran gamers in the house.

-Ben.


Something does seem awfully familiar, but I can't place it...


Incidentally, I'm pretty sure my brain has been bugged. I've been tinkering with a ghoul empire for years now, and it never just seemed to come together. It looks like someone did it for me! Sadly, it'll be three weeks before I can afford to get it.


Then DungeonmasterCal, you also want to look at the Imperial Gazetteer, over here.

-Ben.


Dog gone it, man.


Yoink! Mine!

-Kcinlive

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thank you for the review, Megan!

I agree that they make awesome villains, but you know, they work pretty well as antiheroes or conflicted heroes too.


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terraleon wrote:

There's an homage hidden in that cover, for the veteran gamers in the house.

-Ben.

Yep. Rending noises to follow.


So happy for this to finally see the light of adventurer's torches! More undead PC options!!! Yaaaaaaaaaay!!!


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This is very good. I've wanted a good(quality not alignment) undead PC race since playing my original Forsaken in WoW. I've seen several over the years, but I think this is the best I've seen.

I love the idea of eating the dead and drawing power from it. I also like the feats that can allow the Darachul to overcome the hunger.

This race/pdf definitely makes some great villains and some equally great PCs. I can imagine the horror of a good person getting sick and dieing, only to wake up with a new feeding requirement. Then having their friends and family trying to kill them, "For their own good." :]

-Kcinlve

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thank you for that mini-review Kcinlive!

This one has also been featured in the DriveThru RPG newsletter and on the RPGNews site today. Apparently we're turning people to the Dark Side. :)

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

And the first review is up! Thank you, Megan.

Dark Archive

@Wolfgang Baur

My apologies if this has been addressed elsewhere but has the Gearforged been updated as of yet? I know some design changes were being talked about but i was never able to find out if those changes were actually finished/released.

Or, perhaps, will we see an Advanced Race book for Gearforged in the (hopefully near) future?

Regards,

Zen

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

1 person marked this as a favorite.

I am very happy to say that Advanced Races: Gearforged is in layout for an October release.

Liberty's Edge

1 person marked this as a favorite.

Working on it as we speak! :)

Dark Archive

Wonderful news, gentlemen. I very much look forward to it.

Thank you for your time and all the great work you do.

Sincerely,

Zen


It sounds great. The reviewer was all over it too.


Going to buy this too


Now on the store blog! :D


Admittedly, I don't have the PDF. But right off the cuff, it seems like one of the big problems with playing these guys is not having NPCs scream and faint whenever you walk into town. Tieflings are one thing. Goblins are another. But having some rotting undead monstrosity hanging around in a tavern...is quite another.

Maybe if you wore full-plate armor or a dark cloak, people wouldn't catch on?


I can tell you that very point is addressed within the text. :)

-Ben.


If I were a darakhul I'd be steering clear of taverns. Drunks are boring and taste weird.

Webstore Gninja Minion

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Oceanshieldwolf wrote:
If I were a darakhul I'd be steering clear of taverns. Drunks are boring and taste weird.

I dunno, it might be like eating whiskey-soaked raisins or brandied cherries for them.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Like vampires and their "wine", I'm sure that ghouls have many ways of hiding their horrible appetites.

As Ben points out, you don't have to be a bad guy to play one. The rather necropolitan darakhul are worlds away from the grave-hounds and horrors of your common ghouls.


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Yes, I have been running "Fang" the Darakhul monk in convention play, and other than her pale skin and ....unusual....dietary needs, she fits in pretty well with most partys. If you can have clockwork sorcerers and half-orcs throwing fireballs about, a pale, toothy monk or fighter that likes her steaks raw doesn't really stick out that much with most PC groups....

Liberty's Edge

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Advanced Races #2: Darakhul Ghouls hit #2 on Paizo's Top Downloads From Other Companies list this week!

Congrats all!


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For those curious, I'd peg the Darakhul at about 12pts on the ARG system:
16 Undead
-4 Food Requirement
12
+0 Human Heritage (kind of, +2 to a single defined ability)
12
+0 Standard Languange (Common+Undercommon, 7 others--6, actually)
12
+2 Channel Resistance (Approximately. This isn't in the traits)
14
+1 Bite
15
-2 Sunlight Weakness (Really, this is tougher than the ARG)
13
-1 Resurrection Weakness (And really, this is a variant, but there)
12

Which is an Advanced Power race, less than the Aasimars, Drow, Fetchlings, or Tengu.

-Ben.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thanks, it's always good to have a rough guide to the power level.

A bit less than tengu or drow seems about right to me, though I think that Bite might be undercosted, and channel resistance seems pricey given how rarely it might come up.


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#2 on the Paizo downloads this week, again!

-Ben.


Another week in the top ten downloads! Looks like people like things raw and bloody! :)

-Ben.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

2 people marked this as a favorite.

Or darkly civilized. The thing I love most about the darakhul is that they turn the undead as mindless and beastlike horrors into something far worse.

At least when I run them, they are all a little like Hannibal Lector crossed with smug nazi stormtroopers. They *do* want to eat your liver. But only when they're done lecturing you about why undeath is so superior to messy, breathing, fear-ridden life.

They organize and plan and work together. And that's what makes them terrifying to players. Every darakhul war party is up to something, and working actively to secure their goal.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

For those who are curious about the darakhul generally and in 13th Age RPG in particular, there's a 13th Age variant of them available free on the Kobold Press blog.


The image of darakhul holding prisoners longer while they force them to eat specific diets for their own menu is excellent...and gives a good reason why the raiding party might decide to attack the village and take the stores *and* prisoners.

Wow, they get worse the more I think of them. :D


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop. Cheers!


Thank you for the review, sir! I'm glad you found it to your liking.

-Ben.


On Golarion, these guys might make for good Clerics or Antipaladins of Kabriri.


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I really like this PDF but I have a couple of questions. The darakhul template is addressed in a sidebar on its power impact. The version presented provides a playable version of the race. So far, so good.

1. Is the version presented here intended to only apply to PCs or would it be used for NPCs and replace the monster template in most cases?

2. If not intended to replace the monsters, what is the in-setting rationale why PC darakhul are different in Midgard?

3. If it is intended to become the new "base creature", is the intent that only ghouls spread the disease and those that are darakhul retain more of who they were/class levels/ability to learn at the expense of being weaker (fewer stat bonuses) and "sterile" (unable to spread the disease?

Again, I understand the tone-down to make the race PC-ready and like it. I'm just not sure what impact/explanation it's supposed to suggest in-setting.

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

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BPorter wrote:

The version presented provides a playable version of the race. So far, so good.

1. Is the version presented here intended to only apply to PCs or would it be used for NPCs and replace the monster template in most cases?

It could be used for specific, named, important NPCs with class levels. That wasn't the goal for designing a PC version, but it is a nice side effect of making one.

Quote:
2. If not intended to replace the monsters, what is the in-setting rationale why PC darakhul are different in Midgard?

Like vampires and other undead, darakhul can have several possible power levels. I'd argue that there's not one single darakhul type to replace: there's multiples.

However, to suggest an in-setting rationale, I'd say that the newly made darakhul are similar to the beggar ghouls of the setting. The more powerful PCs witha few levels might be members of the Iron Guard. Others still become necrophages or the like. The PC darakhul are meant to be lower-power because they are meant to match up with the beggar ghouls, and allow for growth.

The ghoul transformation is pretty variable in its effects, after all, and sometimes does not create a darakhul at all, creating a lesser ghoul or ghast instead. There's no reason that it can't create ghouls with slightly more or less power than standard. Players get the slightly less powerful version to play.

Spoiler:
Primarily, though, PC darakhul are already pushing the power curve. Sure, taking a powerful evil monster and making it a playable PC race is always going to involve some redesign. Giving them full monster stats basically makes them so overpowered as to be unplayable. This version is a way to reimagine the mechanics in a way that makes them playable.

Quote:
3. If it is intended to become the new "base creature", is the intent that only ghouls spread the disease and those that are darakhul retain more of who they were/class levels/ability to learn at the expense of being weaker (fewer stat bonuses) and "sterile" (unable to spread the disease?

I like the idea that the lesser ghouls that darakhul look down on are the only carriers of the disease and the darakhul themselves are sterile, though this isn't stated in the Advanced Races text or the monster text. Your explanation is a good one with some interesting story implications, it's just not official.

But you know, it seems like the sort of change that might be fun to make in anyone's home campaign (including mine). It provides one more reason why the darakhul keep lesser ghouls around at all.


Throw a +1 to #3 from this member of the chorus. Great idea!

-Ben.


I know this is probably going to be a silly question but: Does becoming one of these playable ghouls restrict you from continuing in your previous races racial class? For instance if I was a Feral Child(Human druid variant) and at level 3 became a ghoul, would I still be able to advance in that class as if I were still a human or am I screwed? I just don't like the idea of having to multi-class if I end up becoming one of these corpse nibblers.

Aside from that, I absolutely love this book. This is a great race. My favorite thing will be playing a good character with this Pseudo-Template. Righteous aims but a dark secret etc. Well done guys!

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Glad you like it!

As to retaining a previous racial class, I can make the argument either way.

For my own home game, I'd probably rule against it, based on the logic that once your character is undead, you're really not a member of the living race any longer. You're undead, and they do not grow or thrive in the way of living things. The things that humanoids do no longer apply.

OTOH, if I were playing a darakhul and wanted to retain my racial class, I'd argue that the darakhul are different from most other undead, because they explicitly retain memories, skills, class, and so forth. So advancing in a racial class that you were already a member of seems fine, just as advancing in a core class is unsurprising (a fighter is still a fighter after becoming a darakhul). (Even in this case, I would argue that you cannot gain levels in a racial class that you did not join before becoming undead.)

Ultimately, it's something your GM has to address for his or her game. Good luck!


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Thanks a bunch! I talked with my GM and he likes the idea of being able to retain racial variant classes, but didn't want to do it for free. Instead he settled on the minor cost of a trait. He used one of the traits in your book as a base. Basically when you take the trait you choose one racial variant class that you qualified for before becoming a Lesser Ghoul. You retain your ability to advance in that one racial class. Sort of like a retained memory I guess. I think a trait is an acceptable cost. In any case your book is superb. Definitely going to be using it for a long time. =P

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Trait is a smart solution. Kudos to your GM!

Scarab Sages RPG Superstar 2013

This thread hasn't sen much action in a while, so I wanted to remind everyone that the darakhul book gets a bit of a facelift in the Advanced Races Compendium Kickstarter!

Go here and back us to get a .pdf (or a 300-page hardcover!) for the Compendium, including at least 17 chapters of new traits, archetypes, feats, spells, favored class options, racial equipment and more!

Go check out the project and its many teases at https://www.kickstarter.com/projects/350683997/advanced-races-compendium-fo r-pathfinder-roleplayi/posts/1228878

I know ghouls have a special place in Midgard and in Wolfgang's heart, and I know Ben did a great job on this early book. I myself love undead PCs and am excited to deliver a few new options since so much new material has been released for Pathfinder since this book came out.

So...archetypes for new hybrid classes? I think so!

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