Nephilim

Nephilim are an ancient race, some say they predate all or nearly all other humanoids. They take on the appearance of whatever sapient humanoids they grow up nearest to and keep that appearance for the majority of their lives. In their true forms they appear much like half-elves with glittering skin and shiny hair. Many have eyes, blood, or veins that glow when they are excited or even wings or third eyes and other strange angelic or demonic features but their strangest quality is the fact that they are able to breed with nearly any other living creature, creating monstrous hybrids that take on unique and often horrific appearances.
CREATURE TRAITS (34 XP)
- Types Size 5 Sapient Bipedal Organism (Nephilim, Spirit)
- Reach 5 feet
- Speed Land 30 feet
ATTRIBUTES (2 XP)
- +2 Strength, +2 Charisma
LANGUAGES (1 XP)
- Starting Languages: Any three of the following: Abyssal, Astral, Celestial, Diabolic, Empyreal, Enochian, Infernal, Common, Undercommon.
- Bonus Languages: Any language except secretive ones like Druidic.
INNATE ABILITIES (31 XP)
- Axiomatic (4 XP): A nephilim is detected as both a spirit and organism by all effects that detect them. They have an innate bonus to Armor Rating equal to half their level rounded up and a vulnerability equal to this same amount against aligned attacks with an opposing alignment. Good-aligned nephilim cannot gain infernal powers and evil-aligned nephilim cannot gain celestial powers. Nephilim that are neither good nor evil cannot gain celestial or infernal powers, but gain arcane ones instead.
- Nephilim Resilience (16 XP): Nephilim have Endurance I, Hold Breath I, and Self-sufficient I as an innate feats and Resistance I to acid, cold, disease, fire, and poison.
- Nightvision (3 XP): Nephilim have Nightvision as a tier 3 trait including the Darkvision (Thermographic) and Darkvision (Ultraviolet) upgrades.
- Primordial Strength II (4 XP): Nephilim treat atmospheric hazards resulting from high pressure or high gravity as one tier less severe to a minimum of microgravity. They can even treat normal gravity as low-gravity for the purposes of their movement and carrying capacity or otherwise interacting with objects. They can suppress or resume this ability as an action at will.
- Titanic Strength II (4 XP): Nephilim are treated as one size larger for combat maneuvers and carrying capacity. This does not stack with any other effect that treats you as larger.
VARIANTS
STARBORN (+8 XP)
Long ago, some nephilim left the world and traveled the stars in hopes of understanding their own nature and the nature of the universe. Their long time away from the world led to mutations that made them more resilient but less capable with magic. They are called the Starborn.
- Magic Weakness (-8 XP): Starborn nephilim were born far from their homeworld and have a -4 innate penalty to defenses and saves against magic effects and magic weapons. They cannot learn magic powers, only biological and technological ones, and have a -4 penalty to any attack roll, caster level or concentration or other checks made to use magic items.
- Staring Abilities (18 XP): Starborn begin with the Astral Enhancements, Astral Powers, Astral Stasis, Flight, and Life Bubble traits.
- Sun Dependance (-2 XP): Starborn do not gain the benefits of sleep unless they spend at least 8 hours in sunlight that day. They typically need yellow sunlight, as other types of suns have strange side effects on them that vary from sun to sun, but are usually unhelpful.
ADDITIONAL ABILITIES
Nephilim begin with their innate traits and can purchase additional traits from the following list as innate feats.
ASTRAL ENHANCEMENTS (4 XP)
Prerequisites: Nephilim
Benefits: You gain Enhanced Constitution and Enhanced Strength as a tier 2 innate arcane, celestial, or infernal powers.
Special: You can take this feat multiple times, increasing the tier of each of these powers by 1 each time it is selected.
ASTRAL POWERS (5 XP)
Prerequisites: Nephilim
Benefits: You gain the following as innate tier 1 arcane, celestial, or infernal powers: burst of speed, burst of strength, cone of cold, scorching ray with the eyebeams upgrade and slow activation downgrade, x-ray vision.
Special: You can take this feat multiple times, increasing the tier of each of these powers by 1 each time it is selected.
ASTRAL STASIS (6 XP)
Prerequisites: Nephilim
Benefits: You gain Hibernation as a tier 5 innate arcane, celestial, or infernal powers with the Aestivation and Metabolic Molting upgrades and Sleepyhead downgrade (tier 6 total).
CRUSADER (6 XP)
Prerequisites Nephilim
Benefits: You gain Smite as a tier 3 innate power.
DIVINE GRACE (6 XP)
Prerequisites Nephilim, Charisma 17
Benefits: You gain Divine Grace as a tier 3 innate trait.
FLIGHT (6 XP)
Benefit: You gain Flight as a tier 3 trait.
Special: You can take this feat multiple times, increasing the tier by 3.
LIFE BUBBLE (3 XP)
Benefit: You gain Life Bubble as an innate power but can only target yourself with it. Special: If you take this a second time, you are permanently affected by it and dispelling it only suppresses it for 1d4+1 rounds.