Necronite

The necronites are creatures of bitter nightmare they are creations with unknown origins and appear to be something of a twisted mesh of iron and flesh slapped together haphazardly, their skeletal girth only adds to their element of terror.

These creatures are often found guarding the lairs of more powerful necronites and sometimes even necromantic spellcasters or murderous rogues, as they are attracted to the corpses and other gore found among these characters.

Physical Description
Thin and mishappen, these creatures look almost like skeletons from a distance with bits of flesh hanging on them, though as you approach their metallic chassis becomes ever-more apparent, as blood-crusted claws hang from their hands, and thorns stick out from them with bits of mixed flesh hanging about them.

Culture
The necronites have one obsession and one common ground amongst their people, and it is the closest thing to culture they have. That is an unnatural lust for murder, fear, and destruction of living creatures.

Necronite Characters
Campaign Specific: Darkness, Death and Depravity +2 Strength, +2 Constitution, -2 Charisma: Formidable and Twisted, these creatures inspire fear with their mangled forms.

Medium: Necronites are Medium creatures and have no bonuses or penalties due to their size.

Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

(Mostly) Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), necronites count as both humanoids and constructs. Necronites gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Necronites can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

Mask of Fear: Intimidate is always a class skill for Necronites, additionally, Necronites may use their Constitution modifier in place of their Charisma modifier for all Intimidate checks.

Metal Framing: Necronites all receive a +2 natural armor bonus due to their metallic chassis.

Wearing the Fallen: Upon finding the recently killed corpse of a humanoid (whether their own victim or that of another), the Necronite may spend one hour carving up the cadaver, doing so removes all possibility of lower magic such as raise dead bringing the creature back to life. They then may shape and meld the flesh and sinew into a cloak or other garment and wear it in the body, shoulder, or chest slot, as long as they wear this they gain a profane bonus to Intimidate checks equal to the HD of the creature they are "wearing". After 24 hours however the flesh becomes unusable and falls off unless treated with a spell such as Gentle Repose however any garment under an effect that preserves it, removes some of the grotesque appearance effectively halving the bonus.

Claws: Necronites have claws, and can use them to make attacks. They have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.

Weapon Familiarity: Necronites treat the bastard sword, and scythe as simple weapons.

Languages: Necronites begin play speaking Common and Necril. Necronites with high Intelligence scores can choose from the following: Aklo, Orc, Orvian and Terran.

Alternate Racial Traits
Alloy Framing: Necronites who select this trait have a chassis made out of a softer, but more resistant metal and receive a +2 material bonus to fort saves instead. This replaces Metal Framing.

Guise of the Fallen: Necronites who choose this trait specially shape their garment as such that it takes the eye slot instead of the body, shoulder, or chest slot, acting instead as a mask, this instead gives the Necronite a profane bonus to disguise checks equal to the creatures HD. This replaces Wearing the Fallen.

Favored Class Options
The following options are available to all necronites who select a favored class.

Barbarian - +2 temporary HP while raging

Cleric - +1/4 damage on inflict wounds spells

Fighter - +1 CMB to Sunder

Kineticist - +1/5 effective level for geokinesis talents

Magus - -1 HP and +1 Arcane Pool

Psychic - +1/2 spells known

Ranger - +1/4 damage against favored enemies

Rogue - +1 sneak attack damage

Sorcerer - +1 to the DC of Necromancy Spells

Wizard  - +1 to the DC of Necromancy Spells