Special Abilities: Alternate Form (Su)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with this special quality has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, does not require a material component, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the creature:
  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
  • The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
  • The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
  • The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
  • The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Spells: Polymorph (Transmutation)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

  • Level: Sor/Wiz 4
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Willing living creature touched
  • Duration: 1 min./level (D)
  • Saving Throw: None
  • Spell Resistance: No
  • Material Component: An empty cocoon.

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Races: Ghūl (Half Breed)

Half Breeds are a Ghūl subrace. (Click here for more details on the Ghūl race).

On occasion a member of another race may wish to become part of a Ghūl camp. Humanoid races may be accepted by Ghūl, if the outsider is willing to adapt to their way of life and has proven themselves useful to the camp. Typically, such individuals already have a nomadic background. When they are fully accepted, they may be invited to partake in the ritual eating of the Ghūl dead. Upon eating a dead Ghūl, the individual becomes a Half Breed—considered Ghūl, but with significant social stigma. Regular partaking of Ghūl meat can cause the Half Breed start to take on characteristics of the natural Ghūl form.


Ghūl Half Breed Racial Traits
  • Size: As original race, but regular partaking of Ghūl meat will move them closer to Medium size.
  • Speed: As original race.
  • Alternate Form (Su): A Ghūl Half Breed will slowly take on the ability to assume Ghūl form. This ability works much like the polymorph spell cast on itself (caster level 12th), except that a Half Breed does not regain hit points for changing form, and any individual Half Breed can only assume the form of a Ghūl and their original form. Further, the Half Breed may only accomplish this transformation with regular digestion of Ghūl meat. Duration factor increases by one each time Ghūl meat is eaten within a month prior to attempting the Alternate Form.
  • Low-Light Vision (Ex): A Ghūl Half Breed can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions, but cannot see if no light is available.
  • Any racial bonuses from their original race are maintained.
  • Automatic Language: As original race. Bonus Languages: Ghouleh, Dream Common, and Undercommon. With some difficulty a Half Breed may be able to learn the language of a race which they have regularly digested.
  • Favored Class: As original race.
  • Level Adjustment: +1

Races: Ghūl

The Ghūl are a race of humanoids residing both in the Dreamlands and the Waking World. The Ghūl are a race of scavengers, who travel through uninhabited spaces, or dwell in the outskirts of or underneath human society—in mausoleums, tunnels and the like. They are necrophagic--consuming corpses and carrion for survival. Such feeding behavior even extends to anthropophagy, the consumption of human meat, or necro-cannibalism, the consumption of their own dead. To the Ghūl, the practice of eating the dead is not only a matter of survival, but a spiritual act.

Personality:
The Ghūl are a nomadic race, itinerant craftsmen and laborers who maintain a nomadic existence due to their need to remain separate from human society. While they exist in a variety of camps, they maintain strong familial units. Extended familial networks offer unwaivering support in camps which can reach between 19 and 30 families, congregating and camping together. Moments of crisis, celebration and mourning draw large assemblies of Ghūl. Funerals especially bring together large crowds, who may or may not be related to the deceased. They come to express their respect for the deceased, and dine on the body together with the family.

Physical Description:
The Ghūl, in their natural form, are hairless semi-humans with canine faces and slumping forms. Their flesh ranges from white to a greenish gray tone with a rubbery texture. They are gaunt to the point of emaciation and semi-quadrupedal, but approximately the same height as an average human when standing on their hind legs. Their hands and feet are paw-like with long hyena nails. Amongst their own race, the Ghūl don't bother with clothing.

That being said, a Ghūl has the ability to take on the appearance of any Small or Medium humanoid race which it has regularly fed upon. Many Ghūl will take the form of a race nearby their camp, easing any necessary interaction. This alternate form makes them appear as they would if born into the race they are impersonating, and they will always return to the same form when imitating that specific race. Some will remain in these alternate forms for a lifetime, without ever reverting to their natural form, wearing clothing and styles typical of the race they masquerade as.

Waking World:
The Ghūl exist both in the Dreamlands and the Waking World. Children born in the Waking World have a Dreamland form, but they are also able to enter the Dreamlands in their waking form. Children born in the Dreamlands do not have a waking form, but they are able to enter the Waking World in their dream form.

Relations:
The Ghūl are generally respectful of living creatures, but are often considered to be unpleasant companions. That being said, their social isolation from other races has actually increased their contact, intermarriage and identification with itinerant clans of other races. This means there are several Ghūl camps with similar cultural patterns to other nomadic camps living on the periphery of the societies of a variety of races.

Alignment:
Like Humans, Ghūl tend toward no particular alignment, not even neutrality.

Religion:
While Ghūl, like humans, practice a variety of religions, the act of eating flesh is defined as a spiritual act within whatever religion they choose.

Languages:
The Ghūl speak Ghouleh, a disgusting gibbering and meeping cries, although most speak Dream Common, and those who regularly live in the Waking World are able to learn and use the languages known to Humans.

Names:
Ghūl have a variety of familial names, and often trace their lineage back to legendary Ghūl and other legendary figures. This name is passed down, with each familial name holding special meanings and honors. For their personal name, Ghūl often take the name of the first individual they partake in eating. Since a Ghūl may eat the corpse from any race or background, their names can be highly varied.

Ghūl Racial Traits
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Ghūl base land speed is 30 feet.
  • Alternate Form (Su): A Ghūl has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell cast on itself, except that a Ghūl does not regain hit points for changing form, the transformation lasts until the Ghūl decides to return to their original form, and any individual Ghūl can assume forms no larger than Medium. Further, the Ghūl is limited to the forms which have been recently digested, and appears only to be a member of the race (as the form cannot be specified). Duration factor increases by one each time that race is eaten within a week prior to attempting the Alternate Form.
  • Darkvision (Ex): A Ghūl can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Ghūl can function just fine with no light at all.
  • +2 racial bonus on Craft checks.
  • +1 racial bonus on Hide checks, which improves to +2 underground.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Ghouleh. Bonus Languages: Any Earth-based language, Dream Common, Undercommon. A Ghūl can also learn the language of any race which they have digested.
  • Favored Class: Any. When determining whether a multiclass a Ghūl takes an experience point penalty, their highest-level class does not count.

Ghūl Subraces:

52

(Previous Post: 51)

"Alright Micaja." You say, taking a bite of the meat on my plate. It's surprisingly sweet, and seems to melt on your tongue. "How about you and I sit down over there while I eat, and you can fill me in. What do you say?"

“Of course.”

As you sit, Micaja tells you what he knows of being Ghūl.

(You are now aware that you are Ghūl. Click here for details on the Ghūl Race. You can assume Micaja provides these details to your character.)

  • If you finish your meal and decide to apologize to Roisin, go to 53
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51

(Previous Post: 50)

"A Ghūl." You say flatly. "...as in, a Ghoul?"

You stand before them, your expression monotone, your eyebrows frozen in an arched, expectant position. You show no revulsion--only curiosity.

Roisin looks at you, tears welling in her eyes, before rushing off to one of the vardos.

Micaja nods, “Yes, but you could have phrased it more gently. Ghoul isn't exactly the most polite of terms. Did you think you were human, like me?”

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50

(Previous Post: 49)

"You know I don't." You reply, sarcasm just below the surface. "Want to enlighten me?"

“We knew you'd lost your memory, but how could we know you'd forget this.” Micaja stands, throwing his hands into the air.

“What?” Roisin pleads, still unaware of what is being discussed. “What did Aiden forget?”

“He hasn't just forgotten who he is. He's forgotten what he is.” Micaja points at you. “He doesn't even know he's Ghūl.”

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49

(Previous Post: 48)

You peer at the plate. Your brain refuses to register what she's telling you.

"So." You begin, your stomach lurching a bit. "What exactly... is this?" You nod at the meat, not sure you want to hear the answer.

Roisin looks at you, confused by your question. Micaja looks into your eyes, his brow furrowing.

“You do remember what you are,” Micaja looks into your eyes, his brow furrowing, “don't you?”

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48

(Previous Post: 47)

You take the plate from Roisin.

"Polyandrian field?" You ask questioningly, unsure of her meaning. "And what do you mean 'battles'?" You want to sit down again but aren't sure if you should return to where you last rested, or go inside.

“Polyandrian field. Um.” She searches for the right word as she sits next to the fire. “A graveyard. The Battle of Corn Creek happened just south of here. Several battles fought during the Creek War happened around this area. Soldiers were buried in mass graves—Polyandrian fields.”

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47

(Previous Post: 46)

"What was it like then?" You ask, studying Micaja's face. "And how long has it been since she passed?"

“She's been gone for almost three years. And,” Micaja grimaces as he glances toward the figure moving toward both of you, “it was better.”

“Aindréas and Dervla were saving this for a stew, but I convinced them we'd traipse past another polyandrian field.” Roisin presents you with a plate of heavily salted meat--a thin layer of dry skin covering its outer surface. It is held together by a thick bone, and gives off the sickly sweet scent of decay. “There were plenty of battles in this area, we'll have a chance to harvest soon.”

  • If you ask what a Polyandrian field is, go to 48
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