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Stitched

A Soul Stitched is a race created by stitching together human body parts and bringing them to life with a lightning strike. They resemble humans but are bulkier with pale, scarred skin. Their intelligence comes from actual souls drawn from the afterlife. Though short-lived, Soul Stitched can function in society by hiding their appearance or living in rumored settlements. They have varied alignments and names depending on their experiences after creation.

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0% found this document useful (0 votes)
80 views

Stitched

A Soul Stitched is a race created by stitching together human body parts and bringing them to life with a lightning strike. They resemble humans but are bulkier with pale, scarred skin. Their intelligence comes from actual souls drawn from the afterlife. Though short-lived, Soul Stitched can function in society by hiding their appearance or living in rumored settlements. They have varied alignments and names depending on their experiences after creation.

Uploaded by

Mortagon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Soul Stitched

“My life began like that of many Soul Stitched, with a crazy guy raising his hands above me shouting
'It's alive!!' at the top of his lungs."

"What did you do?"

"I slugged him, called the guards, applied for a job and now I'm here."

-The famed guard, Harriette Grimes, talking of her birth.

Physical Description
Soul Stitched are a race similar to flesh golems. They were created by stitching and bolting an
assortment of many different body parts and brought to life with a thunderbolt that invigorate its
muscles with strength and movement.

Differing from a regular Flesh Golems, the intelligence that powers the Soul Stitched are not lesser
elementals but actual souls, drawn from the boneyard. While these souls have very little memory, if
at all of their previous life, this has not stopped many necromancers to attempt to resurrect a loved
one in the form of a Soul Stitched. Soul Stitched are only made from human body parts, as the
original notes used to create Soul Stitched used human body parts as components, making it difficult
to create Soul Stitched out of races of different anatomy.
The Soul Stitched are about the size of humans, if not a little bulkier due to their mismatched pieces,
and have skin that is sickly pale, light blue or green depending on the state of the corpse that was
used. Soul Stitched were meant to resemble the person the necromancer was trying to resurrect and
as such they retain many physical features of a human. They have small black bolts in various parts
of their body, which are used to direct the internal electricity in the Soul Stitched, to the appropriate
muscles. The body of the Soul Stitched are covered in stitches and scars where different body parts
connect and where missing organs were inserted. Their eyes are usually a bright blue that appears to
crackle with energy.

History
The original Soul Stitched were create by the infamous scientist Count Alpon Caromarc. in an
attempt to resurrect the dead with science rather than necromancy. Caromarc instead created the
Soul Stitched known only as The Monster. At first The Monster followed the orders of Caromarc,
however as the months passed The Monster slowly started to rebel against the count, at first
refusing to do his bidding and later actively hunting the Count down. Their final confrontation was at
Caromarc’s laboratory where The Monster broke Caromarc’s neck and set the laboratory and
himself on fire, in an attempt to keep Caromarc's secrets from other dabblers in the art of
resurrection. Caromarc was not dead however, as the body the Monster had killed was a simulacrum
created with alchemy and soon the real Count continued perfecting his creations leading to an
unknown number of Soul-stitched created.

Some of the Caromarc's notes survived the fire, though not all intact, making the secret of how to
create soul-stitched known amongst necromancers and alchemist’s all over the world.

Society
The Soul Stitched are a rare race to come by and most never meet another one of their kind in their
short lifetimes. They mostly intermingle with humans, hiding their scar tattered bodies or walking
around openly depending on how accepting the settlement is. Rumours speak of a Soul Stitched
settlement somewhere in the Darklands, yet such claims are still just rumours and have not been
confirmed.

Soul Stitched Names


Soul Stitched mostly take names that are given to them for others. For the lucky and accepted these
are mostly human names. However, for those who were shunned and hunted, these names could be
insults such as "Monster", "Beast", and "Vile Creature".

Soul Stitched Traits


Corpses, sewn together by stitches, powered by electricity and given intelligence by a snatched soul.

Ability Score Increase: (1) Your Strength score increases by 2, and your Constitution score increases
by 2. Your Charisma is reduced by 2

Age: Soul Stitched "live" for only a short amount of time, mostly powering down after 20 years due
to losing the supply of electricity that reanimated them. Soul Stitched can be recharged, however, by
a new lightning strike, which can reset their life expectancy to another 20 years.

Alignment: Soul Stitched alignment is varied. They have no natural tendencies but many times the
environment after their creation can lead them down one path or another.
Size: (0) Soul Stitched are around the same size as humans but usually weigh more. Their size is
Medium.

Speed: (-1) Soul stitched are slow and lumbering, their base speed is 20 ft.

Half-construct: (EX) (7) Half-constructs gain a +2 racial bonus on saving throws against disease, mind-
affecting effects, poison, and effects that cause either exhaustion or fatigue. Half-constructs cannot
be raised or resurrected. Half-constructs do not breathe, eat, or sleep, unless they want to gain
some beneficial effect from one of these activities. This means that a half-construct can drink
potions to benefit from their effects and can sleep in order to regain spells, but neither of these
activities is required for the construct to survive or stay in good health.

Corpse Born (EX): (-2) The chemicals used to create a soul stitched are highly flammable. Soul
stitched have vulnerability to fire damage taking 50% more damage from such effects.

Between life and death (SU): (1) Soul stitched are caught in a flux between being dead and alive.
When subjected to spells and effects that cause positive or negative energy damage, they must
make a Fortitude save vs. the effects normal DC (or 10+½ the casters level or HD+ their Charisma
modifier if no DC is noted). If they succeed, they are healed half the amount the effect would
normally heal, otherwise they take half the damage the effect would normally cause a creature
vulnerable to that kind of damage.

Dead flesh (EX): (1) The soul stitched’s dead flesh is tough as leather. The soul stitched gains a +1
natural armor bonus.

Lighting Absorption (EX): (3) The Soul stitched gain fast healing 2 for 1 round anytime they take
electricity damage (regardless of whether this electricity damage overcomes their electricity
resistance, if any). A member of this race can heal up to 2 hit points per level per day with this
ability, after which it ceases to function.

Spark of life (SU): (0) The soul-stitched can’t be raised or resurrected by normal means. Instead the
body of the soul-stitched must be submerged in a tank of rare chemicals worth 10.000 gp by
someone with the craft construct feat. They then must be subjected to at least 50 points of
electricity damage in a single turn. This works like a Raise dead spell, or a Resurrection spell if it
takes 100 points or more electricity damage in a single turn. A Breath of life and True resurrection
spell work as normal on a soul stitched.

Languages: (0) A soul stitched can speak, read and write Common and one other language of their
choice.

Random Height and Weight

Base height Height modifier Base weight Weight modifier


5’1” +2d12 160 lbs. X 2d12x7 lb.

Racial points: 10

Outcast rating: 3

Alternative racial traits:


Mongrel: The soul-stitched has been created using a mixture of animal and various humanoid parts.
The soul-stitched gains the scent ability and a bite attack dealing 1d4 points of damage. This replaces
the dead flesh and lightning absorption ability and increase the outcast rating by 1.

Small: The soul-stitched has been made to resemble the body of a small humanoid such as a halfling,
gnome or a child. Its size becomes small with all the benefits and penalties of being such. It gains -2
to strength but +2 to dexterity. Depending upon its source of creation it can choose to replace its
humanoid (human) subtype with the subtype of another small humanoid such as a halfling, gnome
or goblin. This replaces the dead flesh ability.

Abomination: The soul-stitched has been created using the parts of horrible monsters and
aberrations. The soul stitched gains a natural attack (slam, bite or claw chosen when this ability is
taken) dealing 1d6 points of damage and +2 bonus to Intimidate skill checks. It loses the lightning
absorption and dead flesh abilities and increase the outcast rating by 2.

Brain transplant: The soul-stitcheds’ body has been created to house the brain of its creator and has
a far more life-like demeanour. It gains a +2 racial bonus to two knowledge skills of their choice but
lose the dead flesh ability.

Patchwork: The soul-stitched body has been created with a patchwork of materials like wood, metal,
leather and cloth. It increases its natural armor bonus to +2 but lose the Lightning absorption ability.

Soul infused: The Soul-stitched has been created using divine magic instead of arcane science. It is
affected by positive and negative energy as a normal living being and can be raised and resurrected
normally. This replaces spark of life, Between life and death and Lightning absorption.

Soul-torn: It’s not the exterior of the soul stitched that is broken and patched but its insides. The
soul-stitched gain a +5 bonus on disguise rolls to pass as human (or another humanoid it is created
from) and due to its strange internal physiology increase the DC to confirm critical hits against it by
5. This replaces the dead flesh and lightning absorption abilities. The soul-stitcheds’ outcast rating
becomes 0.

Racial feats:

Pass for human

You’re easily mistaken for a human rather than a member of your own race.

Prerequisite: Level 1, Half-elf, Caliban, half-orc, Soul stitched, or halfling (see Special).

Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not
receive the penalty for disguising yourself as a member of another race when you do so. In areas
largely populated or settled by humans, you can take 10 on your Disguise check, meaning most
people tend to assume you are human unless given a reason to think otherwise. Your outcast rating
is reduced to 0 in human societies unless someone sees through your disguise.

Special: A halfling may take this feat but must have the Childlike feat as a prerequisite. The benefits
of the two feats stack.

Storm soul

Prerequisites: Soul stitched, Lightning absorption ability


Benefit: You gain electricity resistance 5 and increase the maximum amount you can heal from the
lightning absorption by 1 per level. You may take this feat more than once; each time increase your
electricity resistance by 5 and the maximum healing by 1 per level.

Storm rage

Prerequisites: Soul stitched, Lightning absorption ability, Storm soul, Ability to rage or bloodrage

Benefit: Once per turn if you take electricity damage regain one use of rage or bloodrage.

Overcharge

Prerequisites: Storm soul, Soul stitched, Con 13

Benefit: When you take electricity damage you gain a +1 haste bonus to attack rolls and +10 ft. Base
land speed until the end of your next turn.

Soul awakening

Prerequisites: Soul-stitched

Benefit: You lose the between life and death ability but may now be healed by positive energy.

Channel the storm

Prerequisites: Soul stitched, Storm soul, Lightning absorption ability

Benefit: When you take electricity damage, instead of gaining fast healing for that turn you may
instead channel that energy through a metal or natural weapon as long as that attack is made before
the end of your next turn. If you do, this attack deals 1d6 points of additional electricity damage.
This damage is not multiplied on a critical hit.

Improved channel the storm

Prerequisites: Soul stitched, Storm soul, Lightning absorption ability, Channel the storm, Level 5+

Benefit: This feat works like the channel the storm feat, except that you now deal 2d6 additional
electricity damage and the enemy must make a Fortitude save DC 10+½ your level + your Con
modifier or be staggered for one round.

Greater channel the storm

Prerequisites: Soul stitched, Storm soul, Lightning absorption ability, Channel the storm, Improved
channel the storm, Level 10+

Benefit: This feat works like the channel the storm feat, except that you now deal 3d6 additional
electricity damage and the enemy must make a Fortitude save DC 10+½ your level + your Con
modifier or be stunned for one round.

Patch up

Prerequisites: Soul-stitched

Benefit: You can be healed as if by the heal skill using Craft (Leatherworking), Profession (Tailor) or
similar profession and craft skills in addition to the heal skill. When using the treat deadly wounds
function of the heal skill you regain +1 HP for every Con modifier you have.

Be the monster
Prerequisites: Soul stitched, Intimidating prowess

Benefit: When using the Demoralize function of the intimidate skill you may affect a number of
targets equal to your Strength modifier, given that all these creatures can see you and are within 15
ft. Of each other. Roll only one intimidate check and compare the result against each creature.

Favored class options:

Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.

Antipaladin: The antipaladin adds +1/4 to the number of cruelties he can inflict.

Barbarian: Add 1 to the Soul stitched’s total number of rage rounds per day

Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.

Brawler: Add ¼ to the brawler’s effective level to determine her unarmed damage.

Cleric: Add +½ to negative energy spell damage, including inflict spells.

Fighter: Add +2 to the fighter’s constitution score for the purpose of determining when he dies from
negative hit points

Hunter: Increase the natural armor bonus of the hunter’s animal companion by +1/4. If the hunter
replaces her animal companion, the new companion gains this natural armor increase.

Kinetecist: Gain +1/6 of an extra wild talent feat

Medium: Gain +½ bonus on saving throws against possession and a +1/2 bonus on saving throws to
end haunt channeler, location channel and spacious soul.

Oracle: Treat the Soul stitched’s level as +½ higher for the purpose of determining the effect of the
oracle’s curse ability.

Psychic: When casting a psychic transmutation spell, add ½ level to the effective caster level to
determine the spells duration

Rogue: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of
+5). This bonus does not stack with Critical Focus.

Shaman: The shaman gains 1/6 of a new shaman hex.

Shifter: Add a +1/3 bonus on critical hit confirmation rolls when using shifter claws (maximum bonus
of +5). This bonus does not stack with Critical Focus.

Slayer: Gain +1/6 of a new slayer talent

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below
the highest spell level the sorcerer can cast.

Vigilante: Add 1/2 to the DC increase from unshakable.

Witch: 1/3 to effective witch level when determining the effectiveness of hexes.

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