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Fetch are the least common of the half-undead, since the blending of the corporeal with the ethereal is a logistical nightmare. Some fetch are born when the gods allow a woman to carry the child of her deceased love's spirit. Others are ghosts.ghosts, spectres, or other incorporeal undead who were restored to life with flawed magic.
Whatever their origins, fetch are powerful yet frail creatures that tend to rely more on their special powers than on physical prowess in combat. Many become so sickly that they require almost constant care from family or friends.
A fetch resembles a sorrowful human with hair, skin, and eyes of a nearly transparent white, blue, or ash-gray color. A typical fetch appears sickly and physically weak and speaks in a soft, melodious voice.
Prerequisites
The fetch template can be applied to any humanoid or monstrous humanoid creature. They use all the base creature's statistics and special abilities except as noted. Where ability score decreases are indicated, the minimum score is 1.
Level
CP Cost
Ability Scores
Special
1
1
Con -2
Str -2
call of undeath, darkvision,detection,half-undead aura, vulnerability to holy water, vulnerability to turning, slow aging
2
2
detect incorporeal undead, turnkind,incorporeal undead, skills +2
3
4
fortification (25%), fetch immunities (ability damage), necrotic life
4
8
Dex +2
ghost form (limited), fly speed (clumsy, ghost form only),unnaturalhalf-undead aura (animals)
5
8
fortification (50%), fetch immunities (ability drain), half-undead saves, fly speed (poor, ghost form only)
6
8
telekinesis, skills +4, fly speed (average)
7
8
Cha +2
fetch immunities (special abilities of ghosts), fly speed (good)
8
8
ghost form (unlimited), unnerving gaze, fly speed (perfect)
*
Fetch Template Class Features
All of the following are class features of thevampirefetch template class.
Ability Score Changes: The ability score in question increases or decreases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses. At 1st level, however, the ability score change is a -2 penalty toConstitution,Constitution and Strength, which represents the physical trauma involved in starting along the path toward undeath. No spell or other effect can remove this penalty.
SpecialCall Attacks:of A vetalaUndeath gains(Ex): severalThere specialis attacks.a Save3% DCschance areper equalHit toDie 10that, +upon 1/2a thefetch's vetala’s death,Hit Diceit + thewill vetala’s riseCha modifier unlessas otherwisea noted.full
Drain Pranaundead (Su): Startingghost.
Darkvisionat(Ex): 1stA level,fetch a vetalagains candarkvision drainwith thea mentalrange vitality of a 60grappled opponent. feet. If the vetalabase establishescreature oralready maintainshad a darkvision,pin, ituse drainsthe thisgreater energy,range. dealing 1 point of Charisma damage.
WhenHalf-Undead theAura vampire(Ex): reachesFetch 2ndregister level,as herundead fangscreatures arefor fullythe developed,purposes thoughof shespells hasand noteffects yetthat perfecteddetect herundead technique(such foras detect drawingundead). prana.A Atfetch thiscounts point,as herhalf drainits pranaHD attackfor dealsthe 1d4purposes points of Charismaaura damage.strength.
At 4th level,theanimals, vampireboth haswild and mastereddomesticated, thecan artsense ofthe drawingunnatural pranapresence fromof a victim.fetch Her victimat isa affecteddistance byof the15 spell feet.modify memoryThey, aswill ifnot thewillingly vetalaapproach hadnearer spentthan 5that minutesand concentrating.panic Theif vetalaforced gains perfect knowledge of any memory it chooses to eliminatedo usingso; thisthey ability.remain Vetalaspanicked oftenas uselong thisas abilitythey toare preventwithin victimsthat fromrange. remembering they’ve been attacked.
ResistancesVulnerability (Ex): At 1st level, the vampire gains cold resistance 5 and electricity resistance 5. When she reaches 3rd level, each of these resistances increases to 10.Holy
Spawn SlaveryWater (Su): Typically,(Ex): aHoly vetalawater isscalds created when an evil child is buried without proper funeral rites. Sometimes, however, a vetala can be created as the spawnflesh of a vampirefetch, lorddealing (see1d4 below). points A vampire created in this fashion is under influence of itsdamage creator'sper domination,direct evenhit ifwith ita isflask.
Vulnerabilitynormally immune to mentalTurning control(Ex): orAny mind-affectingturning effects.attempt Thistargeting control lasts until the masterfetch isthat destroyed.would Vampiresturn created through other circumstances (such as unholy rituals or strange,rebuke spontaneousan magicalundead effects) are not under this sort of control.
Spider Climb (Ex): Beginning at 1st level,the vampirefetch's canHD climbimposes sheera surfaces-4 aspenalty thoughon withthe a fetch'sspider climbattacks, spell, gainingsaves, askill climbchecks, speedand equalability tochecks. itsThis landeffect speed.lasts
Vampire Bonusfor Feats:10 At 1st,rounds 3rd,or 5th,until 7th level, and 8th level the vampirecreature gainsthat aturned bonusor featrebuked from the followingfetch list:attacks Alertness,the Blind-Fight,fetch. CombatA Reflexes,turn Deceitful,attempt Dodge,that Improvedwould Initiative,destroy Lightningor Reflexes,command Skillan Focusundead (Disguise),of andequivalent Toughness.Hit
Vampire Spell-likeDice abilities:instead Each level,stuns a drowfetch vampirefor gains2d4 arounds.
SlowracialAging spell-like(Ex): abilityUpon fromreaching thematurity, followinga list: fetchdancing lightsages, darkness, deeper darknessat, detect magicone-fourth, dispel magic, faerie fire, levitate, suggestion. It can use each of these once per day (and cannot select the samebase abilitycreature's morenormal thanrate. once), at a caster level equal to its Hit Dice.
FortificationDetect (Ex):Incorporeal When theUndead vampire(Sp): reachesAt 2nd level, her internal organs begin to cease functioning as they become unnecessary to her altered metabolism. This process makes her less vulnerable to critical hits, sneak attacks, and other attacks that target a creature'sfetch vitalcan spots.detect Theany vampireform isof treatedincorporeal asundead, if she had the light fortification armor property active at allwill. times. This ability givesworks herlike athe detect 25%undead spell chance(caster tolevel turnequals afetch's criticalHD) hitbut orit sneakonly attackdetects againstincorporeal herundead.
TurnintoIncorporeal aUndead normal(Ex): attack.A If2nd thelevel, vampire already has fortification from another source (such as a spellfetch orwith magic item), use the betterability value.to
At 5thchannel level,energy thisgains abilitya becomes+2 moderatebonus fortificationon (50%checks chancemade to turnturn, arebuke, criticalcommand, hit or sneakbolster attackincorporeal intoundead. a normal attack).
VampireSkills: Skills:At At 2nd level, a vampirefetch gains a +2 racial bonus on Bluff or Disguise (choose one), Perception, Sense Motive, and Stealth checks.checks. ThisAt bonus increases to +4 at 4th level, to +6 at 6th level, andthis increases to +8+4. at 8th level.
FastFortification Healing(Ex): (Ex):At Upon reaching 3rd level, when a vetalacritical gains gains fast healing 1. If reduced to -1 to -9 hit points (if living) or tosneak 0attack or fewer hit points (if undead), a vetala is helpless and its fast healing ceases to function for 1 hour. Additional damage dealt to the vetala has no effect. Its body might be subjected to any method of dismemberment or desecration, but after 1 hour–regardless of the state of its remains–it regains 1 hit point, is noscored longer helpless, and resumes healing at the rate of 1 hit point per round.
At 5th-level or higher a non-helpless vetala now has fast healing 5.
Awe (Su): At 3rd level, a drow vampire may create an aura that can deeply affect mortals. It does this merely by making some dramatic gesture, such as baring its fangs or letting out a commanding cry. Creatures that can see the drow vampire must succeedon a Will save to avoid the effects.fetch, Athere creature that succeeds on its saving throw becomes immune to that vampire's awe for 24 hours. This awe is a mind-affecting25% effectchance that laststhe forcritical 2d4hit rounds.or Thesneak saveattack DC is Charisma-based. Thenegated, ability has a range of 5 feet and isdamage usable once per day.
A drow vampire can choose either of the following effects each round as a free action while its awe poweris ininstead effect: rolledDaze: Affected beingsnormally. just stare at the drow vampire in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creaturefetch iswears attackedmagic physically,armor itwith willany recoverform in the following round. Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the drow vampire makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
At 4th level,the vampirefortification canquality, use thisthe abilitybetter threepercentage timesvalue. per day (but not more than once per minute) at a range of 10 feet. At 5th level, herthis rangechance increases to 3050%. feet. At 7th level, the vampire may use her awe ability at will (but not more than once per minute).
VenomousFetch GaseousImmunities Form(Ex): (Su):At Starting at 3rd level, a vampirefetch canis assumeimmune gaseous form as the spell (caster level 5th) once per day as a standard action. She can remain in gaseous form for up to 10ability minutes.damage. A gaseous vampire's fly speed is 20 feet.
At 5th level, a vampirefetch canis assumeimmune gaseousto formability threedrain. times per day. At 7th level, shea mayfetch becomebecomes gaseousimmune at will, remain in gaseous form indefinitely, and any creature that enters her space is exposed to drowthe vetalaspecial vampireattacks poisonof (seeghosts. below).
DrowNecrotic VetalaLife Vampire Poison (Ex): inhaled, WillAt save3rd negates,level, initialeven andon secondarya damagefailed 1d4save, Cha.a Thefetch savesuffers DConly ishalf Charisma-based.damage
Claws: At 3rdfrom level, aspells vetalaand gainseffects twothat clawdeal attackshit ifpoint thedamage basedue creatureto didn’tnegative haveenergy, them.such Aas vetala’sinflict clawspells, attacksand dowith damage as a creaturesuccessful oncesave, sizea categoryfetch largersuffers (seeno below).damage. A vetala’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Ghost
Size
Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6
Alternate Form (Su): At(Su): At 4th level, a vampirefetch can assumecreate thea shapespirit ofbody acapable monstrousof vermintraveling ofabout Tinyfreely toand Mediumengaging sizein ascombat. aThis standardability action,functions as the verminshadow shapeprojection I spell (casterwith levela 12th).caster Whilelevel inequal herto alternate form, the vampirefetch's losesHD, herexcept naturalthat claw attacks and awe ability but gains the naturalfetch weaponstakes andon extraordinary special attacks of her new form. She can remain in her alternate form until she assumes another form or until the nextincorporeal sunrise, whichever comes first.
At 8th level, the vampire can also take theform of a Tinyghost orwithout Largechanging sizeits monstroustype vermin,to as undeadvermin shapeor II.gaining
Natural Armorany Improvements:other At 6thabilities andof 8th level, the vampire's natural armor bonus increases by +2. A character that does not normally have a naturalghost. armorIt bonus (such as a drow) is consideredusable toonce haveper anday initialand naturalrequires armor bonus of +0 for the purpose of this ability. Thus, a drow'sminute natural armor bonus would increase to +2activate. at 6th level and to +4 at 8th level.
VampireAt Aversions: By 4th level, the vampirebeginning gainsof the classicfollowing aversionsround of her kind. Vetalas cannot tolerate the soundfetch's ofbody prayerslies orin religious mantras recited by those truly faithful to a goodcomatose deity.state Anywhile character with a good-alignedshimmering, deityincorporeal canduplicate forceof ait vetalamoves toabout recoilfreely. This byghost dramaticallyform prayingglows aswith a anstandard actioneerie. Prayinglight doesn’twhose harmcolor acorresponds vetala;to it merely keeps the creaturefetch's atalignment bay.- Aevil recoilingfetch vetalaglow mustcrimson, stayneutral atfetch leastglow 5 feet away from a prayingsickly charactergreen andshade, cannot touch or make melee attacks against it. After 1 round, a vetala can fight past its revulsion and functiongood normallyfetch eachglow roundelectric itblue. succeeds at a DC 40 Will save. The prayersghost ofform thosehas whoaccess worshipto non-goodall deities or worship no deity have no effect on a vetala.
Childrenof the Spiderfetches Queenspecial (Su):abilities, By 5thskills, level, Drowspells vampires command the monstrous arachnids of the world and oncefeats, perbut dayit canhas callno forthweapons 1 drider, 1d6+1 spider swarms, or 1d4+1equipment Large Monstrous Spiders as a standard action. The creature or creatures arrive in 2d6 rounds and servecan theuse vampireonly foritems upthat toan 1incorporeal hour.creature
At 7thcan level,handle. theA vampirefetch can callreturn forth 1d3to Largeits Monstrousbody Scorpions or a pack of 3d6 Medium Monstrous Spiders. The creatures arrive and serve as above.
Damage Reduction (Su): At 5th level,a vampirefull-round gains action.
damage reduction 5/silver and magic. At 8th level, this protection increases to damage reduction 10/silver and magic. A vampire's natural weapons (the claw attacks) are treated as magic weapons for the purpose of overcoming damage reduction.
Weaknesses: Reducinga vetala’s fetchhit pointsmay to 0activate orthis lowerability incapacitatesat itwill but doesn’t always destroy it (see fast healing). However, consecrating the vetala’s remains and burying the body destroys it forever. A vetala’s body is considered consecrated if it is doused with a vial of holy water and buried, if it is buried in earth affected by the spell consecrate, or if bless, prayer, or a similar divine spell is cast upon it as it is being buried. Digging up a vetala’sfull-round corpseaction. or profaning the area where it’s buried does not restore a buried vetala.
AFly 5th-levelSpeed or(Ex): higherAt vetala4th vampirelevel, exposedwhile to direct sunlight, whether in its originalghost bodyform, or possessing a livingfetch creature, is disoriented. While in this condition, she can takefly onlywith aclumsy singlemaneuverability moveat action or attack action in a roundspeed (as the staggered condition), and 3 full rounds of such30 exposurefeet. destroyThe itfetch's utterlymaneuverability (dealingwhile one-thirdflying herimproves hitto pointspoor eachat round5th oflevel, exposure).average Similarly,at immersing6th alevel, typicalgood vampireat in7th runninglevel, waterand robsperfect it of one-fifth of its hit points each round until it is destroyed at the8th endlevel. of the fifth round of immersion. (A vampire with a natural swim speed is not harmed by immersion in running water.)
At 7th6th level, a vampire'sfetch fleshcan becomesfly even morewhen vulnerablenot to sunlight and running water. Upon exposure to sunlight (as above), she takes the above penalties and is destroyed utterly in theghost nextform.
Half-UndeadroundSaves: if she cannot escape. The vampire loses one-third of her hit points each round of immersion in water instead of one-fifth, and she is destroyed after at the end of the third round of exposure instead of the fifth round.
At 7th5th level, a helplessfetch drowgains vampire may be slain by a stake+2 throughracial thebonus heart. on Thissaves mustagainst befear, apoison, rockdisease, saltparalysis, stakeand drivenspells throughfrom the heartnecromancy asschool. a full-round action. However, it returns to (un)life if the stake is removed, unless the head is also severed and anointed with holy water.
VoiceTelekinesis of(Sp): the Underdark (Su): At 6th level, a drowonce vampireevery can1d4 communicaterounds, witha anyfetch animal or vermin native to subterranean environments, as if using a speak with animals spell. Even mindless creatures such as monstrous spiders can interpretuse itstelekinesis commands.
Malevolence (Su): At 6th level,as a full-round action, a vetalacaster can attempt to take control of a ahelpless living creature’s body, as the spell magic jar (caster level 10th orequal theto vetala’s Hit Dice, whichever is higher), except that it does not require a receptacle. The target can resist the attackfetch's withtotal aHD. successful Will save. A creature that successfully saves is immune to that same vetala’s possession for 24 hours. If athe creaturefetch failsalready itspossesses save,telekineses its consciousness and control of its body are subsumed as the vetala takes command of its body. The vetala can remain in control for a numberspell of hours equal to its Charisma modifier or untilspell-like itability decides(such toas endfrom the possession.telekinesis Wheneversphere), theit possessionmay endsreplace orthis theability hostwith bodyanother isspecial killed,attack the vetala’s consciousness instantly returns to its body, regardless of distance,a soghost long as it remains on the same plane. If the vetala’s body has been destroyed or movedsimilar toability another(such plane,as thea vetala’sbonus consciousnessmagic istalent destroyedfrom when the possessiontelekinesis ends.sphere). While possessing another creature, the vetala’s body is empty and vulnerable, though it is instantly aware if its body is disturbed or takes damage.
ParalysisUnnerving (Ex):Gaze When the(Su): vampireAt reaches8th 7th level, any creature struck by her claws must make a successful Will save or be paralyzed for 1d4+1 rounds. Elves are immune to this effect.
Undeath: Upon reaching 7thlevel, a vampirefetch gainscan theunnerve undeadan typeopponent (and the augmented subtype), with all of its normal benefits and drawbacks. She no longer has a Constitutionglance. score,Any andliving shebeing loses any Constitution bonus or penalty on hit points, saving throws, or skills that shemeets mayits previouslygaze havemust had.succeed Sheat usesa eitherWill her Charisma modifier or her Constitution modifier (+0), whichever is better, for all skills, save DCs,(DC and10 other+ quantitiesone-half thatthe previouslyfetch's incorporatedtotal her Constitution modifier. The vampire becomes immune to many attacks but is subject to turn or rebuke undead attempts and is immediately destroyed if brought to 0 or fewer hit points. Change all racial Hit Dice to d8s.+ Class theHit Dicefetch's are unaffected. As undead, vetalas use their Charisma modifiers tomodifier) determineor bonus hitbe shaken for points (instead of Constitution). The vampire immediately becomes evil and subject to the specialnext rules10 forminutes. staking a vampire through the heart.
A vampiresuccessful clericsave mayrenders become an ex-cleric if her deity does not accept evil clerics, but a charactercreature canimmune remedyto thisthat problemfetch's eithergaze byfor changing24 allegiancehours. orIf bythe devotingfetch herselfalready topossesses an evilunnerving cause or aintimidating sourcegaze ofattack evil(such divineas power (selecting new domains if appropriate). A vampire cleric who could normally turn undead loses that ability but gains the abilitysamurai's tostaredown rebukeability), undead, and one who can spontaneously convert spells into cure spells now converts them into inflict spells.
A vampire sorcerer, wizard, or other character who has a familiar is shunned by that creature unlessit ismay areplace spiderthis orability scorpion,with butanother shespecial canattack acquire one of those creatures to replace the previous familiar.
Possess Corpse (Su): At 7th level, as a full-round action,a vetalaghost can possess a Large or smallersimilar corpse just as it can a living body. The vetala’s consciousness leaves its body and takes control of the corpse, animating it as either a skeleton or zombie (depending on its state of decay). The vetala can remain in control of a corpse indefinitely, and can communicate through the body, but cannot use any of its other special abilities. This ability otherwise(such functions just as malevolence.
Channel Resistance (Ex): At 8th level,a vampirefrightful gainspresence channelability). resistance +4. She is treated as an undead 4 Hit Dice higher than her normal total for the purpose of turn, rebuke, command, or bolster attempts.
Whatever their origins, fetch are powerful yet frail creatures that tend to rely more on their special powers than on physical prowess in combat. Many become so sickly that they require almost constant care from family or friends.
A fetch resembles a sorrowful human with hair, skin, and eyes of a nearly transparent white, blue, or ash-gray color. A typical fetch appears sickly and physically weak and speaks in a soft, melodious voice.
Prerequisites
The fetch template can be applied to any humanoid or monstrous humanoid creature. They use all the base creature's statistics and special abilities except as noted. Where ability score decreases are indicated, the minimum score is 1.
Level
CP Cost
Ability Scores
Special
1
1
Con -2
Str -2
call of undeath, darkvision,
2
2
detect incorporeal undead, turn
3
4
fortification (25%), fetch immunities (ability damage), necrotic life
4
8
Dex +2
ghost form (limited), fly speed (clumsy, ghost form only),
5
8
fortification (50%), fetch immunities (ability drain), half-undead saves, fly speed (poor, ghost form only)
6
8
telekinesis, skills +4, fly speed (average)
7
8
Cha +2
fetch immunities (special abilities of ghosts), fly speed (good)
8
8
ghost form (unlimited), unnerving gaze, fly speed (perfect)
*
Fetch Template Class Features
All of the following are class features of the
Ability Score Changes: The ability score in question increases or decreases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses. At 1st level, however, the ability score change is a -2 penalty to
Drain
Darkvision
At 4th level,
Spawn
Vulnerability
Spider Climb (Ex): Beginning at 1st level,
Vampire
Vampire
Slow
Turn
At
At 5th-level or higher a non-helpless vetala now has fast healing 5.
Awe (Su): At 3rd level, a drow vampire may create an aura that can deeply affect mortals. It does this merely by making some dramatic gesture, such as baring its fangs or letting out a commanding cry. Creatures that can see the drow vampire must succeed
A drow vampire can choose either of the following effects each round as a free action while its awe power
At 4th level,
Claws: At
Size
Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6
Alternate
At 8th level, the vampire can also take the
Natural
Children
At
Damage Reduction (Su): At 5th level,
Weaknesses: Reducing
Half-Undead
Malevolence (Su): At 6th level,
Undeath: Upon reaching 7th
A vampire sorcerer, wizard, or other character who has a familiar is shunned by that creature unless
Possess Corpse (Su): At 7th level, as a full-round action,
Channel Resistance (Ex): At 8th level,