Xindi

Once the rulers of the mightiest empire the world had ever seen, the xindi have fallen far. Long ago, a great cataclysm occurred, tearing them partially out of this plane of existence. This transformation into transparent, ghost-like beings fundamentally altered their bodies, their life-cycle and their relationship with magic. Shortly after, their empire was wiped out and the survivors were driven into the desert.

For long generations, the xindi have strived to build a better society based heavily on their religious teachings, repenting for the sins of the past that they blame for their downfall. But life is hard in the desert, and the strength of the warrior caste is just as essential as the guidance of the religious caste. Many threats come out of the deep desert, and there are still those who see the xindi as the enemy.

While the xindi may have embraced a more enlightened path, it is unwise to underestimate them. They have never given up on the dream of reclaiming their homeland. While much of the territory they have regained was bought, those who have given them an excuse to fight have quickly found themselves under siege from xindi invaders dead set on taking back what was theirs.

Appearance

        The xindi are a strange race of humanoids with an otherworldly appearance. Their skin is dark gray, with subtly visible spots, just slightly lighter or darker than the rest of their skin. The spots on each xindi are laid out in a unique route along their body, typically starting on the sides of their head and neck and traveling in winding and branching paths down to their feet. While the path is set, the spots themselves slowly disappear and reappear all over that design.

        Their hair ranges from black to white, with dark crimson or purple being the rare exceptions. It flows back, away from the face, and moves slowly, almost weightlessly, as though the xindi were always floating. Their faces are smooth and rounded, with the exception of the nose, which comes down from the top of their forehead in an arc. Their features are often subtle, with only their eyes providing a stark contrast. Xindi eyes are pale blue, gold, green or white, and can express more emotion than most race's can with their entire face. But while their eyes can be soft and charming, the stare of a xindi is said to pierce through to the soul.

        Xindi are slightly taller on average than humans, and have a similar range of builds. However, xindi bodies are strange things, which do not appear to exist entirely on this plane. They weigh only a fraction of what one would expect for a creature of their size. Even stranger, the xindi are semitransparent, a trait which they share with everything in their possession. While this trait can help them to hide, it also reveals their nature to all those around them.

Sex

Base Height

Height Modifier

Base Weight

Weight Modifier

Female

4 ft. 8 in.

+2d10 in. (4 ft. 10 in. - 6 ft. 4 in.)

70 lbs.

+(2d10 x 3 lbs.) (72 lbs. - 110 lbs.)

Male

4 ft. 10 in.

+2d10 in. (5 ft. 0 in. - 6 ft. 6 in.)

80 lbs.

+(2d10 x 3 lbs.) (82 lbs. - 120 lbs.)

Life and Society

        In ancient times, the xindi were the rulers of a powerful empire which spanned vast territories and enslaved numerous other races. Their civilization was extremely advanced, using powerful magic to fuel ingenious devices. With their power came pride, decadence and cruelty.

        The fall of the xindi empire is shrouded in myth and legend. The xindi had many enemies and a long history of tampering with forces beyond comprehension. Most records from the time of the fall were destroyed, so the exact cause is uncertain. What is known is that within only a few years, the empire crumbled, and the xindi were transformed from their original form into their current semicorporeal state.

        After the fall, invaders drove the xindi to the furthest reaches of their former empire. Deep in the desert, the last xindi enclaves reformed their society. The imperial leadership structure was abolished, and the caste system was reduced from hundreds of castes to two: The religious caste, and the warrior caste.

        The warrior caste makes up the majority of the xindi population. They are responsible for the defense of the xindi, and learn basic combat skills from an early age. While many will become soldiers, guards and mercenaries, the caste also includes farmers, laborers and artisans. The religious caste makes up only about a quarter of the xindi population, and provides spiritual leadership. In addition, the religious caste includes the teachers, judges, merchants and diplomats.

        The caste structure bisects xindi society, but doesn't segregate it. Members of both castes interact on a daily basis, form lasting friendships and even intermarry. Caste is passed from father to son and mother to daughter. The children of outcastes are assigned a caste by an agreement of the caste leaders, whether they want one or not. Occasionally, an individual who is exceptionally gifted in a field reserved for the other caste will be allowed to switch sides, but this is rare. Most would-be caste-jumpers have to rely on changing their identity, moving to a new settlement, and convincing someone back home to lie for them when questions are asked.

        The two castes split the responsibilities in society, and maintain their own independent leadership structures, leading to constant friction between them. Each side is wary of the other, treating each other as rivals and watching each other closely. The elders who restructured the xindi civilization believed that by balancing their people into two interdependent yet competitive factions, they could keep each other accountable, and avoid the mistakes which had lead to their downfall.

        While the castes are locked in an endless dance of jealousy and petty vendettas, the xindi are lead by the Xendathiri, the Council of Progenitors. Representing the nine elders who formed the first council, they are the rulers of the xindi, the unified leadership that keeps the divided nation moving in the same direction. Each caste has four representatives on the council, appointed for life by their caste leaders when a position is opened. The ninth member of the council can only be chosen by the unanimous agreement of the other 8, and is considered to be without caste, breaking the stalemate and representing the one casteless founder. Since there are no true casteless anymore, this usually means settling for an ordinary xindi and stripping the nominee of his caste, but from time to time, an outcaste or even a foreigner has been chosen for the position. Each member is given the honorific of Athir, and takes on the surname of the founder whose place they hold on the council, with the exception of the ninth who has no surname.

        The council lives in seclusion, traveling from tower to tower, overseeing the xindi and guiding them as they expand beyond the desert and back into the civilized world. They rebuild their nation primarily through trade and diplomacy, refusing to return to the bloodlust which many believe lead to their downfall. Still, when given a valid reason for war, the xindi will not waste the opportunity to take back what was once theirs.

Settlements

        The xindi may have once ruled an empire that spanned the known world, but now they are a desert people. They build great fortress cities in the wastes, supported by underground rivers and elaborate gardens. Ingenious irrigation systems support rooftops covered in plants, ranging from food to medicinal herbs and vibrant flowers. The cities are at once harsh and beautiful like a flowering cactus.

        Of course, the gardens cannot support an entire city's population. Some xindi cities are built on vast caverns, in which farms are built and plants are grown using magically generated light. But most have to rely on farmland outside the city and trade with other nations to support their population. Fortunately, the xindi have access not only to exclusive trade routes, but also to significant mineral wealth in the deep desert, so there is no shortage of trade.

        The dangers of desert life means that these farms and caravans are in constant need of the warrior caste's protection. Even with the majority of the xindi being trained warriors to some extent, they must maintain a strong military presence and vigilant watchmen. Bandits, raiders, monsters and the undead can strike without warning. Only the prepared can hope to survive a life in the wastelands.

        At the center of every major xindi city are three towers. The black tower of the warrior caste, the white tower of the religious caste, and between them, the gray tower of the Xendathiri. The black towers function as training grounds, and armories, the white towers as libraries and universities. The gray towers are the largest, and serve as a city hall as well as command and control for the city's defenses. Near the top of every gray tower is a council chamber, a windowless room where the Xendathiri meet (both in person and via illusory projections) and lead their people. While their subordinates and guests may come and go by conventional means, the council itself teleports from tower to tower. Each tower has it's own living space reserved for the council members, who rarely leave their enclaves.

Family life

        Along with becoming semicorporeal, the transformation also had the effect of dramatically altering the xindi life cycle. Biologically, time seems to affect the xindi differently than it had before. While this has given them unnaturally long life, it comes at a terrible price.

        Xindi birth rates are significantly lower than most races. Pregnancies are uncommon, as xindi women can only conceive for a few days each year, and it often takes decades of trying. When they do occur, pregnancies typically last between four and five years. Even after all that, two out of every three end in a stillbirth. It is only the incredible longevity of the xindi which makes the continuation of the species possible.

        Because of the rarity of children, the vast majority of xindi are raised without siblings, and have few friends their own age. Despite maturing more slowly than most races, the xindi are expected to behave like adults from a relatively early age. They are instructed by the teachers of the religious caste until it is time for them to receive the specialized training appropriate to their station.

        At the age of 20, xindi apprentice in a job appropriate to their caste, usually that of their parent. At the same time, they begin instruction in the way of their caste, with warrior caste receiving training in weapons and tactics, while the religious caste are instructed in matters of faith and healing. This continues until the age of 50, when the xindi comes of age and becomes a full member of their caste.

        Long before their children come of age, most xindi parents are working to arrange a marriage. These arrangements are not binding, but come with a significant amount of social pressure. With so few children being born at any time, the number of potential mates available within a young age group is always limited, and these betrothals are a good way to ensure that one's child is not going to end up alone or married to someone who is hundreds of years older. Those who find love elsewhere will often be allowed out of the deal if their parents approve of the replacement, but even then, the other set of parents often hold a grudge.

        Still many resist being pushed into a marriage at all, particularly those who plan to make a life for themselves elsewhere. For many, one of the fringe benefits of traveling to far off lands and going on adventures in exotic locations is that the stigma of fleeing an arranged marriage is left behind. For those who are less willing to sever all ties, but who still want to see the world, it is a commonly accepted practice to spend the first several decades of a marriage apart. These long distance marriages serve as a sort of late courtship, where correspondence and care packages can build a relationship while both partners pursue their own paths and amass the wealth needed to build a proper home.

        While xindi couples, on average, produce only one viable offspring every hundred years or so, they can continue to reproduce for their whole lives. With an average life expectancy of almost 600 years, and a maximum lifespan of over 800 years, that's just enough to perpetuate the species.

Adulthood

Intuitive

Self-Taught

Trained

50 years

+2d6

+2d10

+3d10

Middle Age

Old Age

Venerable

Maximum Age

160 years

240 years

320 years

320 + 5d% years

Stygians

        The change which took hold of the xindi happened simultaneously across the empire. Every single xindi felt its effects. For most, the transformation was a life changer, but for a select few, it was a life saver. Some xindi were near death at the time of the change, and for this fortunate group, the change itself was enough to keep them from the reaper's grasp. But as a consequence of this gift, these strange individuals became the stygians.

        Most xindi were moved outward, away from the material plane and saw stronger manifestation of their own living spirit. But the stygians moved closer to the barrier between life and death, and gained a greater connection to the dead. Their abilities aid them in dealing with the restless dead, speaking with those who've crossed over to the other side, and helping save those on the verge of death.

         Stygians are rare, making up only a tiny fraction of the population. Only a handful of stygians are born in each generation. While stygians are nearly as capable of reproducing as other xindi, their children are only moderately more likely than other xindi to be born as stygians. Most are born to ordinary xindi, the result of a 1 in 100,000 chance of a stillborn infant returning to the world of the living after briefly crossing over.

        Among the warrior caste, the stygians are often trained to be elite assassins and infiltrators. Among the religious caste, the stygians are usually healers and oracles. But in both castes, the stygians are expected to battle the undead. The deep desert is filled with angry ghosts and wandering corpses, and the stygians are the best defense against this ever present threat.

The Gray Legion

        While the castes are generally kept separate, the Xendathiri has a need for independent agents that work outside the normal caste structure. These elite operatives are known as the Xikhir Atheron, the Gray Legion, the hand of the Xendathiri.

        Before the fall, the Xikhir Atheron served as the empire's intelligence agency and secret police. The enemies of the empire feared the Gray Legion more than the empire's armies or mages, as the legion could strike anywhere, at any time, removing threats quickly and quietly. Even the xindi knew to fear the legion, as those who brought unwanted attention to themselves had a tendency to disappear.

        When the empire fell, the agents of the legion were hunted down more ferociously than even the royal family. The retribution faced by those who were captured was unspeakable, and often quite deserved. When the xindi finally gathered in the desert to rebuild their society, only a handful of low ranking agents were able to make it. It was these men who rebuilt the legion, casting aside the nihilistic brutality that had driven it, and instead devoting themselves to religious contemplation and personal discipline. The legion would be a monastic order as well as an intelligence agency, devoted to principles as much as skill, cunning and martial prowess.

        The legion takes many forms, from spies and assassins to businessmen and librarians, but all are warriors of one kind or another. They carry out the council's will using whatever means are needed, be it subtle manipulation, or intense violence. All members of the Gray Legion are trained by both castes and are expected to be ready for anything. Most missions are carried out alone or in small groups, and if something goes wrong, no one will be coming to help. Agents must be able to defeat overwhelming odds through combat, stealth and deception, or they will not survive for long.

        The legion operates in the shadows, keeping their secrets from the rest of the world and, for the most part, from each other. Their identities are known only to their superiors, all others seeing only the dark gray hooded robes and black mask that mark the order when they aren't hiding in plain sight. Secret codes and signs are used to signal others in the legion, as most agents wouldn't recognize each other. These messages usually take the form of ordinary objects and materials which do not seem out of place, but are arranged to create a recognizable symbol, and can be quickly altered to remove the message if the need arises. A row of candles may convey a message through the varying heights, or lanterns may be placed in such a pattern that the shadows of objects form a symbol when they are lit. Agents must always be observant in order to spot the signs, which helps to keep them constantly alert.

        The legion accepts members of both castes, and even outcastes from time to time. They also eagerly accept members of other races, as they bring unique abilities and access to other societies. Anyone with the physical and/or magical abilities, intelligence, discipline and wisdom is a potential candidate. Many people with questionable backgrounds but unquestionable skill have made a fresh start in the legion, finding not only an escape from their past, but also from their own inner demons. Those foreigners and outcastes who prove themselves in the legion may even earn a spot on the council.

Relations with other races

        Humans are a major trading partner with the xindi, and more xindi live in human cities than can be found among any other race. Some of this is due to geography, but most of it comes down to the fact that humans take the xindi for what they are, not what they were. It also helps that small settlements which are normally most wary of other races are also the most vulnerable to orc attacks, and orcs have superstitions about xindi which can manipulated to great effect.

Elves have shown little interest in the xindi. Few routes exist through the mountains that separate the imperium from the xindi, and it is far safer and easier for the elves to travel through narok territory instead. With little economic or strategic value to the elves, the xindi are seen as irrelevant. On the other hand, dwarves occasionally take the mountain passes to the desert to trade with the xindi and take advantage of their vast mineral wealth. While it is less convenient, it does save money by avoiding narok taxes, and the xindi are better hosts than the narok.

Orcs rarely make it far enough south to face the xindi directly, but xindi living abroad face them frequently enough. Orcs view the xindi as cursed and have numerous superstitions surrounding them. This is due not only to the otherworldly appearance of the xindi, but also the training warrior caste xindi receive, and the fact that the lightweight xindi can resist blows that would drop more substantial enemies. Those xindi who can manipulate these beliefs can often do more to drive off the orcs than the rest of the defenders.

The half-races are not particularly liked or disliked by the xindi. There is little stigma attached to being a half-breed among a race which is incapable of reproducing with other races. But at the same time, there is little sympathy to be found for the plight of those torn between two groups when dealing with a society with a dichotomous caste system as a fact of life.

        While the narok played a central role in the downfall of the xindi, and currently occupy what was once the heart of their empire, the xindi do not hold a grudge. The xindi empire was a dark and terrible thing, and it earned its fate. That the narok played a part is irrelevant. That said, the narok have often showed great disrespect for the xindi, and the xindi will take any opportunity to reclaim any part of their old territory currently under narok control. Conflict between the two races has been a fairly common occurrence throughout the centuries and will likely continue sporadically for as long as the two are neighbors.

        The Firbholg have no memory of the xindi empire or their past crimes, and instead see the xindi as an ally against their mutual rivals. While the xindi welcome this support, they prefer not to become too entangled in the conflicts surrounding the firbholg. Because of this, direct support is rare, but covert cooperation is often advisable. Still, the Gray Legion and Ban Saren do not get along very well, and rarely go beyond sharing information when their goals coincide.

Gargoyles have a strained relationship with the xindi, having been bitter rivals when both races had powerful nations. With both races being shadows of their former selves, the gargoyles maintain the facade of hatred, but deep down, they share a small sense of comradery. While not common, some gargoyle clans have been known to make their home among the xindi, and the walled cities with impressive towers do lend themselves well to gargoyle defenders. Xindi themselves are typically sympathetic to the plight of the gargoyles, though many still prefer to feel pity from a distance rather than get too involved.

Kadalsiir do not do well in the desert, so they have few representatives among the xindi, but both races benefit from what trade they do have. Cityfolk in general will often find the xindi to be too stuck in the past and tradition. However, the xindi are the only race to be on relatively good terms with the traditionalists among the tribals. While they are very different in many ways, the similarities in their cultures have allowed a mutual respect to form between the two peoples.

Trow in the desert are often bandits, so those who do attempt to deal with xindi tend to find themselves in a difficult, but understandable position. The trow on the other hand seem to be completely unfazed by the otherworldly nature of the xindi, treating them like any other sucker. The exception would be stygians, who are treated with the same fear and awe as trow death mages. Trow death mages have been known to work with stygians, but conflicts are just as likely since most stygians attempt to destroy undead while death mages tend to control them.

Many vahaan respected the old empire and pity the xindi for having lost it. Others, particularly the lowborn, see the xindi as a hopeful sign that a society can be changed. Expatriates aren’t common anywhere, but a fair enough portion of them do find a home among the xindi. The religious caste in particular welcomes them, as their nature and beliefs are fascinating areas of study. The warrior caste tends to take a more narrow view of them, weighing the small benefit of their presence against the relatively tiny amount of resources they consume.

The xindi have strange relationship with the hatarihm. While the two civilizations are on opposite ends of the continent, there are many xindi who have travelled north and numerous hatarihm enclaves can be found in the xindi desert. The xindi welcome the hatarihm as allies, and there are many parallels between the teachings of the xindi priests and the principles of Hwei-Rin. But the fascination that the hatarihm have for the xindi can be quite unnerving. Not only are the ever-curious hatarihm drawn to the mysteries of the xindi transformation, but a common theory states that Hatari was actually an ancient xindi, and thus the two races are somehow related. This strange belief can lead to awkward situations, shattered expectations and frequent misunderstandings.

The xindi tend to be wary of the sicari. While many refugees end up among the xindi, they often have trouble integrating into xindi society. The majority will move on to other places, and some will even come back as enemy soldiers. But those who do embrace the ways of the xindi are welcome, not only among the warrior caste but also among the religious, as sicari scholars have long since earned their respect.

Xindi have little contact with the finfolk, as the aquatic fey have a difficult time surviving in the xindi deserts. Those finfolk who do come to the xindi are typically runaways looking for a place to hide. The religious caste in particular makes no secret of the fact that it will give sanctuary to the runaways, as those who wish to turn their back on their people’s sinister ways fit in perfectly in the xindi temples. That the xindi cannot have children with the finfolk only makes the sanctuary more appealing, as the other finfolk are far more content to leave them alone if they do not start families.

Adventurers

        Xindi adventurers are not unusual. Many xindi wish to put their warrior caste training to better use than they would back home at the farm. Others leave to avoid or at least stall a marriage, or to find a new life outside their role in the caste system. And some simply wish to leave home and see the world outside the desert.

        Other xindi are often sent out on tasks by the castes or the council. This can be something as mundane as expanding xindi influence in an area, or as critical as investigating a potential threat before it reaches the homeland. Stygians in particular may be sent to far off lands to utilize their unique abilities wherever they are needed.

Names

        Male: Akhenos, Dosan, Eljin, Kortahn, Spyrianos, Xekial

        Female: Anhima, Janahn, Khoro, Nurah, Ruah, Xiahl

Race Traits

Ability Scores: +2 Dex -2 Wis +2 Cha

Type:         Humanoid (Semicorporeal). While the xindi have the normal advantages and limitations of corporeal existence, they are subject to spells and effects which target incorporeal creatures.

Size:         Medium

Speed: 30 Feet

Languages: Xindi begin play speaking Common and Xindi. Xindi with a high intelligence may learn the following languages: Celestial, Draconic, Dwarven, Firbholg, Gargoyle, Kadalsiir, Necril, Sicari, and Terran.

Darkvision: Xindi can see in the dark up to 60 feet.

Spectral Damage Reduction: A Xindi gains Damage Reduction Magic equal to 1/2 his level, (minimum 1). Attacks which can damage incorporeal creatures automatically overcome this damage reduction.

Xindi Resistances: Xindi gain a +2 to saves against death effects, disease, paralysis, poison, and stunning.

Ghost Touch: A Xindi treats his unarmed strikes and any natural weapons he may possess as having the ghost touch property when attacking incorporeal creatures, and includes his natural armor (if any) when calculating his AC against attacks from incorporeal creatures.

Transparent: A Xindi and all that he carries is partially transparent, allowing approximately twenty percent of all light to pass through them. This applies to the creature as a whole, not separately for each individual part, so one can see what his behind him, but not what he looks like through his clothing. All objects in a Xindi's possession become transparent after one minute, and lose transparency after one minute out of his possession. Any object hidden on a Xindi's person which has yet to become transparent will be partially visible through the Xindi and his gear. As a result of this, the Xindi gain a +2 racial bonus to stealth. However they take a -10 penalty to disguise checks to appear as any non-transparent creature, and a -10 penalty to sleight of hand checks made to hide an object on their person for as long as it remains opaque.

Ruach Magic: Xindi gain a +1 bonus to the caster level of Abjuration spells, and gain the following spell-like abilities:

        1/day: Dancing Lights, Mage Hand, Message, Stabilize

Weapon familiarity: Xindi treat khopeshes and bolas as martial weapons.

Alternate Race Traits

Sense Life: The xindi can detect living creatures of the animal, humanoid or vermin types within 10 feet as though with blindsense. The xindi can automatically discern the creature type (though not subtype or other such specific information) of any creature detected in this manner. This trait replaces darkvision.

Stygian Magic: The Xindi gains a +2 bonus to the DCs of spells targeting undead and incorporeal creatures, and gains the following spell-like abilities:

        1/day: Deathwatch, Detect Undead (incorporeal only), Ghost Sound

This trait replaces Ruach Magic.

Ghostly Form: Whenever the xindi is the subject of a miss chance, the chance is increased by ten percent. This trait replaces ghost touch.

Religious Caste: Heal and Knowledge (religion) are always class skills. This trait replace weapon familiarity.

Racial Feats

Augmented Life Sense: You may add two of the following creature types to the creatures you can detect: Aberration, Dragon, Fey, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plants. This feat may be taken more than once. Prerequisite: Sense Life.

Aura of Disruption: Any corporeal undead creature which touches you (including unarmed strikes, natural attacks and grappling) is dealt 1d6 damage as though it had been hit the with disrupt undead spell. This damage applies once per round, and continues for as long as the creature is in contact with you. Prerequisite: Improved Stygian Magic, Charisma 15, level 5.

Enhanced Life Sense: The range of your blindsense increases to 30 ft. This feat may be taken more than once. Each time it is taken, increase the range of your blindsense by an additional 15 ft. Prerequisite: Sense Life.

Ghostly Form, Improved: As an immediate action, you can grant yourself a 25% miss chance against a single incoming attack. This miss chance does not stack with any other miss chances, is not modified by the ghostly form ability, and does not grant immunity to sneak attacks. Attacks with the ghost touch property, force damage, or anything else which can inflict full damage against incorporeal creatures ignores this miss chance. You may use this ability a number of times per day equal to your Charisma modifier. Prerequisite: Ghostly Form, Charisma 13, Level 5.

Ghost Touch, Improved: As an immediate action, you can transfer the ghost touch property from yourself to a single weapon, shield or piece of armor until the end of your turn. You may use this ability a number of times per day equal to your Charisma modifier. Prerequisite: Ghost Touch, Charisma 13, Level 5.

Refined Life Sense: You can perceive creatures of the appropriate types within 5 ft as though with blindsight. Prerequisite: Sense Life, Wisdom 13, level 5.

Religious Caste Training: When healing others or inflicting nonlethal damage, the effect is increased by +1 per die rolled. Flat effects with no die roll are treated as a single die roll, as are weapon damage dice. This extra effect is multiplied by criticals. Prerequisite: Religious Caste, Improved Unarmed Strike, Level 5.

Ruach Magic, Improved: Mage Hand becomes at will. In addition, you gain Alarm and Entropic Shield as spell-like abilities which can be used once per day. Prerequisite: Ruach Magic, Charisma 13, level 3.

Ruach Magic, Greater: Mage hand becomes constant, and can maintain two hands at once, each of which can lift 10 lbs. In addition, you gain Feather Fall and Protection From Chaos/Evil/Good/Law (excluding your own alignments) as spell-like abilities which can be used once per day. Improved Ruach Magic, Charisma 15, level 5.

Spectral Energy Resistance: You increase your resistance to acid, cold, electricity, fire, and sonic damage by an amount equal to 1/3 your level. Prerequisite: Spectral Damage Reduction, Level 3.

Stygian Magic, Improved: Deathwatch becomes at will, and you gain Disrupt Undead at will. You also gain detect undead 1/day as a spell like ability, in addition to your existing incorporeal only version.  

Prerequisite: Stygian Magic, Charisma 13, level 3.

Stygian Magic, Greater: Detect Undead (incorporeal only) becomes at will, Deathwatch becomes constant, and you gain Life Pact and Speak with dead 1/day. Prerequisite: Improved Stygian Magic, Charisma 15, level 5.

Warrior Caste Training: Whenever an enemy rolls a natural 1 on an attack against you, you may make a trip attempt as an attack of opportunity. Prerequisite: Weapon Familiarity, Improved Trip, BAB +5

Traits

Aether Surge: Your studies and meditations in the temple taught you to explore not only this world, but the world of the aether, and you learned to draw a trickle of its power back to you.

 When dealing force damage, you may increase the damage by 1d4. This ability can be used a number of times per day equal to ½ your character level (minimum 1).

Deep Desert Survivor: You were forced to survive alone in the deep desert, making the perilous journey back on foot.

        You gain a +1 trait bonus to stealth and survival checks in desert terrain. In addition, you gain 1 point of fire resistance.

Willful Deception: You have spent much time traveling among the other races and put great effort into hiding your semicorporeal nature through sheer force of will.

        As a full-round action, you can reduce the disguise and sleight of hand penalties from Transparent to -4 instead of -10. This reduction lasts only for as long as you continue to take full round actions to maintain your focus.

Favored Class Bonus

Bard: Add +1 to the bard’s total number of bardic performance rounds per day.

Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.

Fighter: Choose the disarm or trip combat maneuver. Add +1/3 to the Fighter’s CMB when attempting this maneuver (maximum bonus of +4).

Monk: Add +⅓ to the monk’s AC bonus class ability.

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

Paladin: Add +¼ to the deflection bonus granted by your smite evil ability.

Rogue: Add +½ to sneak attack damage dealt to incorporeal and undead creatures.

Slayer: Choose a weapon from the following list: Bola, Khopesh, Kukri or Heavy Flail. Add a +½ circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.

Summoner: Add DR 1/magic to the summoner’s eidolon. Each additional time the summoner selects this benefit, the DR/magic increases by +½ (maximum DR 10/magic).

Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by ¼.

Witch: The witch gains 1/6 of a new witch hex.