Vanesh'd

**Vanesh'd (32 RP)**

A very small and easy-to-miss race, the Vanesh'd keep to themselves in underground caverns, desperately avoiding any other creatures or races that may be nearby. Their bodies are frail and easily harmed by the elements, and their ghostly transparent skin and large, black eyes makes even regular sunlight dangerous to them. They cower in fear at the many dangers the world presents, and tend to huddle together for protection.

**Type (2 RP):** Fey

**Ability Scores (6 RP):** +8 Dex, -4 Str, +4 Wisdom

**Size (4 RP):** Diminutive\*, gaining a +4 size bonus to their AC, a +4 size bonus on attack rolls, a –4 penalty on combat maneuver checks and to their CMD, and a +12 size bonus on Stealth checks. Tiny characters take up a space of less than 1 foot by 1 foot, so up to twenty-five of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee.

**Speed (-1):** 20 ft base speed

**Languages (-1 RP):** Vanesh'd begin play speaking Vanae. Vanesh'd with high Int may select Common, .

**Darkvision:** Vanesh'd have Darkvision out to 30 ft.

**Extra Tiny (3 RP):** Vanesh'd are under the constant effects of a reduce person spell, and the bonuses are included above. They may dismiss or resume this as a free action on their turn.

**Stealth Training (4 RP):** Vanesh'd gain Stealthy and Skill Focus (Stealth) as bonus feats.

**Stealth Masters (22 RP):** Vanesh'd have a +12 racial bonus to stealth checks. Select a single Terrain from the ranger's Favoured Terrain class feature. They gain an additional +4 racial bonus to stealth in that terrain. They gain an additional +2 bonus if underground. Vanesh'd reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –15 penalty (this number includes the penalty reduction from this trait) and reduce the stealth penalty for sniping by 10. They also gain a +4 bonus on Acrobatics checks and Perception Checks. Finally, Perception and Stealth are always class skills for Vanesh'd.

**Stealthy Magic (20 RP):** Vanesh'd are able to cast the following spells at will— blend with surroundings (2), greater invisibility (6), Respectful quiet (6), muffle sound (4), negate aroma (2). The caster level for these spell-like abilities is equal to the user's character level.

**Negative Energy Affinity (–1 RP):** Vanesh'd are alive, but react to positive and negative energy as if they were undead—positive energy harms them, while negative energy heals them.

**Light Blindness (–2 RP):** Abrupt exposure to bright light blinds Vanesh'd for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Sunlight Powerlessness (–4 RP):** Vanesh'd are powerless in natural sunlight (this does not include light created by effects such as a daylight spell) and take 1 point of Constitution damage after every hour they are exposed to sunlight. Vanesh'd caught in natural sunlight cannot attack and are staggered.

**Frightful (-1 RP):** Vanesh'd take a -2 penalty on saves against fear effects.

**Shattered Soul (-1 RP)** Members of this race who are killed are exceptionally difficult to return to life. Those who attempt to return a member of this race to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the member's Hit Dice. If this check fails, the spell fails and the caster can’t return the member of this race to life for the next 24 hours (though the caster can try again after this period).

**Sensitive Breath (-1 RP)** Members of this race take a –2 penalty on saving throws against disease and inhaled poisons.

**Own Two Feet (-1 RP)** Members of this race are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

**Severe Elemental Vulnerability (-16 RP):** Vanesh'd take 100% more (double) damage from Acid, Cold, Fire, and Electric Damage.

### Half-Breed Rules:

Dominant: Lose Stealthy Magic (-20 RP)

Non-Dominant: Gain Stealth Masters, Sunlight Powerlessness, and Light Blindness (+16 RP)