Necropter

**Necropter (40 RP)**

Necropters are a species of humanoids that mildly resemble Carrion birds, and have traits resembling undead. They are highly resistant and agile, but are known for their distrust of most all other creatures.

**Type (5 RP):** Humanoid (Half-undead)

**Ability Scores (6 RP):** +4 Dex, +4 Con, +4 Wis, -4 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Necropters begin play speaking Necril. Necropters with high Int may select Intergalactic, Common,

**Carrion Sense (1 RP):** Necropters have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

**Darkvision:** Half-undead have the darkvision 60 feet racial trait.

**Half-undead traits:** Necropters are harmed by positive energy and healed by negative energy. Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.

**Incredible Agility (6 RP):** Necropters gain Weapon Finesse, Improved Initiative, and Additional Traits (Run and Reactionary) as bonus feats.

**Gliding Wings (3 RP):** Necropters take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, Necropters can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Necropter cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

**Stench Aura (8 RP):** Necropters secrete a terrible scent as a 30-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level + the user's Constitution modifier) or be sickened for 10 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.

**Immune to Undeath (1 RP)** Necropters can’t become undead. Spells and abilities that would transform a Necropter into an undead creature have no effect.

**Detritivorous Resistance (12 RP):** Necropters gain a +10 racial bonus on saves against disease (including magical diseases), a +8 racial bonus on saves against poisons, an additional +2 racial bonus on saves against ingested poisons, a +2 racial bonus on saves against becoming nauseated or sickened, a +6 racial bonus on saves against mind-affecting effects, and a +2 racial bonus on saves against spells and spell-like abilities.

**Shattered Soul (-1 RP)** Necropters who are killed are exceptionally difficult to return to life. Those who attempt to return a Necropter 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 Necropter to life for the next 24 hours (though the caster can try again after this period).

**Skill Penalty (-1 RP)** Necropters take a -4 penalty to diplomacy.

**Stalker (1 RP)**: Perception and Stealth are always class skills for Necropters.

### Half-Breed Rules:

Dominant: Lose (- RP)

Non-Dominant: Gain (+ RP)