Fetch Template Class

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, 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, half-undead aura, vulnerability to holy water, vulnerability to turning, slow aging

2 2

 

detect incorporeal undead, turn 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), half-undead aura (animals)
5 8

 

fortification (50%), fetch immunities (ability drain, energy 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 fetch 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 to 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.

Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a fetch's death, it will rise as a fully undead ghost.

Darkvision (Ex): A fetch gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the greater range.

Half-Undead Aura (Ex): Fetch register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A fetch counts as half its HD for the purposes of aura strength.

At 4th level, animals, both wild and domesticated, can sense the unnatural presence of a fetch at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a fetch, dealing 1d4 points of damage per direct hit with a flask.

Vulnerability to Turning (Ex): Any turning attempt targeting the fetch that would turn or rebuke an undead of the fetch's HD imposes a -4 penalty on the fetch's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the fetch attacks the fetch. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a fetch for 2d4 rounds.

Slow Aging (Ex): Upon reaching maturity, a fetch ages at one-fourth of the base creature's normal rate.

Detect Incorporeal Undead (Sp): At 2nd level, a fetch can detect any form of incorporeal undead, at will. This ability works like the detect undead spell (caster level equals fetch's HD) but it only detects incorporeal undead.  If the fetch is a sphere caster, this instead functions as the divine undead alternate divination (caster level equal's the fetch's HD), but it may only be applied to incorporeal undead.  If the fetch acquires the detect undead spell or the divination and death spheres, they may divine corporeal undead as well.

Turn Incorporeal Undead (Ex): A 2nd level, a fetch with the ability to channel energy gains a +2 bonus on checks made to turn, rebuke, command, or bolster incorporeal undead.

Skills: At 2nd level, a fetch gains a +2 racial bonus on Stealth checks.  At 6th level, this increases to +4.  These bonuses stack with any other racial bonuses.

Fortification (Ex): At 3rd level, when a critical hit or sneak attack is scored on the fetch, there is a 25% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a fetch wears magic armor with any form of the fortification quality, use the better percentage value.  At 5th level, this chance increases to 50%.

Fetch Immunities (Ex): At 3rd level, a fetch is immune to ability damage.  At 5th level, a fetch is immune to the effects of ability drain and takes 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.  At 7th level, a fetch becomes immune to the special attacks of ghosts.

Necrotic Life (Ex): At 3rd level, a fetch is harmed by positive energy and healed by negative energy. A fetch with the fast healing special quality still benefits from that quality.

Ghost Form (Su): At 4th level, a fetch can create a spirit body capable of traveling about freely and engaging in combat. This ability functions as the shadow projection spell with a caster level equal to the fetch's HD, except that the fetch takes on the incorporeal form of a ghost without changing its type to undead or gaining any other abilities of a ghost.  It is usable once per day and requires a minute to activate.

At the beginning of the following round the fetch's body lies in a comatose state while a shimmering, incorporeal duplicate of it moves about freely. This ghost form glows with an eerie light whose color holds special significance to the fetch. The ghost form has access to all of the fetches special abilities, skills, spells and feats, but it has no weapons or equipment and can use only items that an incorporeal creature can handle.  A fetch can return to its body as a full-round action.

At 8th level, a fetch may activate this ability at will as a full-round action.

Fly Speed (Ex): At 4th level, while in its ghost form, a fetch can fly with clumsy maneuverability at a speed equal to its base speed.  The fetch's maneuverability while flying improves to poor at 5th level, average at 6th level, good at 7th level, and perfect at 8th level.  At 6th level, a fetch can fly even when not in ghost form.

Half-Undead Saves: At 5th level, a fetch gains a +2 racial bonus on saves against fear, poison, disease, paralysis, mind-affecting effects, and spells from the necromancy school.

Telekinesis (Sp): At 6th level, once every 1d4 rounds, a fetch can use telekinesis as a caster of a level equal to the fetch's total HD.  If the fetch already possesses telekineses as a spell or spell-like ability (such as from the telekinesis sphere), it may replace this ability with another special attack of a ghost or similar ability (such as a bonus magic talent from the telekinesis sphere).

Unnerving Gaze (Su): At 8th level, a fetch can unnerve an opponent with a glance. Any living being that meets its gaze must succeed at a Will save (DC 10 + one-half the fetch's total Hit Dice + the fetch's Charisma modifier) or be shaken for the next 10 minutes. A successful save renders a creature immune to that fetch's gaze for 24 hours.  If the fetch already possesses an unnerving or intimidating gaze attack (such as the samurai's staredown ability), it may replace this ability with another special attack of a ghost or similar ability (such as a frightful presence ability).