Corpsefolk (PC Version)


Homebrew


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Feel free to use and/or critique. I can't believe I'm having to do this. They should have been made playable to begin with.

Playable Corpsefolk
Corpsefolk are the animated corpses of sapient humanoids that have retained their intelligence and memories from life. They appear much as they did in life, though their skin is pale, cold to the touch, and they often have bits of themselves rotting off. A mild stench of decay usually follows them, though many wear heavy perfumes or other scents to cover this up.
Racial Traits
Ability Adjustments: +2 Dex, +2 Wis, -2 Con
Hit Points: 6
Size and Type: Corpsefolk maintain the size of the humanoid they were originally, but their type changes to undead.
Darkvision: Corpsefolk can see up to 60 feet in the dark.
Walking Dead: For effects targeting creatures by type, corpsefolk count as both humanoids and undead (whichever effect is worse). They are immune to negative energy damage and sleep effects, as well as diseases or poisons that do not explicitly affect undead creatures. They gain a +1 racial bonus to saving throws against exhaustion, fatigue, mind-affecting effects, paralysis, and stunning.
Endless Walk: Corpsefolk do not need to sleep, breath, eat, or drink and gain no benefit from any spell or effect that requires them to do so. Corpsefolk can only restore "per day" abilities like resolve and spell slots once every 24 hours and must 'relax' (doing minimal activity) for 8 hours prior in order to fully regain these resources.
Rotting Body: Unlike humanoids, a corpsefolk's constitution represents the integrity of their rotting corpse and not their overall health. This unnaturalness causes them to gain a -2 penalty to charisma-based checks with non-undead, but unintelligent undead ignore corpsefolk unless the corpsefolk attacks them first. Likewise, they cannot heal naturally or benefit from magical healing spells or effects, serums of healing, or medicine checks. They can gain back hit points through the use of spells or effects that explicitly heal undead, and they gain and lose stamina points normally. If their constitution is ever reduced to zero, their body rots away and they are dead. If they die or their body is destroyed, they can be brought back to their normal undead state by spells like raise dead or wish but not by mystic cure.
Old Body: Corpsefolk can use augmentations from cybernetic, magitech, or necrotech sources but cannot use biotech augmentations. The process of becoming undead destroys the biological processes of their old bodies and they lose any racial traits unrelated to appearance. This lack of biological processes makes them naturally resistant to physical damage. Corpsefolk gain DR 2/-.
Old Life: Corpsefolk retain the soul of their prior incarnation and any memories they had from their previous life. This includes languages, class levels, skills, feats, and other abilities. Their soul is forever bound to the negative material plane, though, and may be subject to punishment by Pharasma after death.
Resist Death's Grip: Corpsefolk take no penalties from energy drain effects, but they can still be destroyed if they accrue more negative levels than they have class levels. After 24 hours, any negative levels a corpsefolk has taken are removed without the need for an additional saving throw.


Old Life, second sentence, "this inlcudes languages."

Other than that spelling error, looks pretty good, actually.

I might add a minor invisibility to unintelligent undead unless or until you attack or bother them first.


Thank you for pointing out the spelling error, and for the suggestion. I never would have caught the former and the latter makes total sense.

I managed to make it into the edit window before it closed and have updated it to include both.


No problem. You did a good job.


Thanks, Pithica. If my players want to try a corpsefolk I now know where to go to find the rules.

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