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  AMAZING ANCESTRIES: THE OBITU 
  (2
  ND EDITION REMARKABLE RACES) 
  A New Player Character Race for use with the 2nd Edition Pathfinder® Roleplaying Game 
   
  !
  Author 
  Emily Ember Kubisz 
   
  Interior Illustrators 
  Vasilis Zikos 
  Benjamin Barnes  
  Dean Spencer 
   
  Cover Artist 
  Vasilis Zikos  
   
   
   
   
  Editors 
  Steven O'Neal 
  Paul Klein 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Jean & Magnus Kubisz 
  Jim Clunie 
  Team Draconis 
   
  !
  ALP-AA2E1 
  OBITU, REMARKABLE RACES, AMAZING ANCESTRIES © 2009-2019 Alluria Publishing. All rights reserved. 
   
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  are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used 
  under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this 
  license. 
   
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter. 
  Pathfinder Second Edition Bestiary © 2019, Paizo Inc. 
  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinder to 
  learn more about Pathfinder. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
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  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
   
  
   
   
   
   
   
   
   
   
   
   
  Obitu („Oh-Bee-Two,‰ singular and 
  plural) are neither dead nor undead. 
  They are magically created living 
  creatures that have undead origins. In 
  ages past, a lich by the name of Varquil 
  designed the obitu to be the ultimate 
  weapon  against the goodly clergy he so 
  despised · a skeleton animated by 
  positive life energy in place of dark, 
  negative energy. 
  They were immediately successful; 
  completely immune to turning and sharing 
  none of the vulnerabilities of their creator. 
  Thousands of obitu were created through 
  a process that involved infecting true 
  undead with obitu blood; slowly 
  transforming the infected into mindless 
  living skeletons. These were merely 
  fledgling obitu, however.   
  A few short years later, the obitusÊ 
  young psyches began to mature. During 
  an extended campaign against a local 
  temple dedicated to good, Varquil started 
  to realize something was amiss. His plans 
  were continually thwarted, as if the 
  priests seem to have some inside 
  knowledge of his operations. Falsely 
  believing that the obitu could not possibly be 
  spies, he turned his wrath towards the high 
  ranking and free-willed undead in his 
  legions. By the time Varquil realized 
  what was happening, it was far too late; 
  the now free-willed and intelligent obitu 
  had joined the ranks of the good clergy 
  against him. The defeat was total and the 
  name Varquil soon became synonymous 
  with self-consuming, idiotic evil.  
  Since the time of their creation, obitu 
  only mingle with undead peacefully when 
  they are fledglings, and then only for a short 
  time. Even this would be a very rare 
  occurrence; happening when a low-level 
  undead is unknowingly infected with the 
  vivification virus and then left behind in its 
  lair. 
   
   
  
   
   
   
   
   
   
   
  OBITU 
  Obitu are often morose, sullen and generally pessimistic. Having arisen from death, negativity 
  generally sets the tone for their entire life.  Beginning their existence in the form of a monster with the 
  mind of a child, they often see society as cruel and superficial. They despise being connected with 
  undead and often avoid evil acts because of this. They also hate being manipulated and will fight for 
  freedom at great cost. 
  ______________________________________________           ______________________________________________ 
  Obitu strive for individuality, dressing or acting in 
  their own unique way. In addition, many feel a sense 
  of duty to their body’s original owner—often going on 
  great quests to find out whose bones they are walking 
  around in. 
  If you want to play a 
  character that has much to 
  prove, has trouble fitting 
  in,  is quite unnerving, 
  and is a mix of 
  melencholy and 
  macabre, then the 
  obitu is right for 
  you. 
   
  YOU MIGHT… 
  • 
  Feel a strong 
  need to prove 
  that you are not 
  as evil as you 
  look. 
  • 
  Have a strange 
  connection to death 
  and dying. 
  • 
  Feel a strong hatred 
  of the undead. 
  OTHERS PROBABLY… 
  • 
  Immediately see you as 
  a walking symbol of 
  death, and may harbor a deep- 
  seated fear of you. 
  • 
  May reserve stubborn predjudices, 
  perhaps even treating you as an 
  object. 
  • 
  Will, given time, warm up to you 
  as a macabre champion of good. 
   
  PHYSICAL DESCRIPTION 
       At first and even second 
  glance, an obitu appears 
  to be the undead or animated skeleton of a deceased 
  humanoid, most often human, but always of Medium 
  size (the process of vivification fails if the subject is too 
  small or too big, thus destroying the undead host, and 
  not yielding a viable obitu). They are, in fact, walking 
  skeletons. Their form is also one of death; they wear 
  the shell of a skeletal corpse.     
  Closer inspection reveals a few differences. Most 
  observers first notice their eyes; vibrant pools of green 
  luminescence. Obitu bones are warm to the 
  touch; smooth, pulsing, and devoid of the 
  dryness and wear that is common to undead 
  skeletons. The bone color is almost always a 
  deep beige. However, the most effective 
  way to tell an obitu from an undead is 
  by wounding one; if bright red 
  living blood issues forth, it is 
  likely an obitu. Some less 
  noticeable differences include a 
  thin membrane under the 
  jawbone, pinkish tendons 
  slightly visible at the joints, 
  and if one listens 
  closely, shallow 
  respiration can be heard 
  emanating from the 
  obitu’s skull.  
   
  SOCIETY 
        Obitu have no true 
  gender, despite the gender 
  of the bone donor. Their 
  voices are universally 
  similar—a hollow, harsh 
  whisper that actually radiates 
  from inside the skull. In 
  actuality, most of the 
  biological functions of an 
  obitu take place within its 
  skull.  A small, wormlike 
  feeding tube extends into 
  its mouth cavity when it 
  eats. Regardless of its 
  appearance, obitu eat, 
  drink, and breathe much like other 
  living beings, consuming as much as a creature of 
  Small size. An obitu has no heart, relying on muscular 
  contractions inside its bones to circulate blood.  They 
  have an unnaturally long lifespan, comparable to an elf. 
    
  
   
   
   
   
   
   
  Hit Points 
  8 
   
  Size 
  Medium 
   
  Speed 
  30 feet 
   
  Ability Boosts 
  Strength 
  Dexterity 
  Free 
   
  Ability Flaw 
  Charisma 
   
  Languages 
  Common 
  Necril 
  Additional languages equal 
  to your Intelligence modifier 
  (if it’s positive). Choose 
  from Dwarven, Elvish, 
  Gnomish, Goblin, Orcish, 
  Shadowtongue, and any 
  other languages to which 
  you have access (such as the 
  languages prevalent in your 
  region). 
   
  Traits 
  Obitu 
  Humanoid 
   
  Darkvision 
  You can see in darkness and 
  dim light just as well as you 
  can see in bright light, 
  though your vision in 
  darkness is in black and 
  white. 
   
  While obitu do not reproduce naturally, they do have means of making others 
  of their kind. The secret, referred to by the obitu as “vivification”, is in their 
  blood; an infectious organism that activates when exposed to sustainable 
  amounts of negative energy, such as inside the body of an undead creature. This 
  is a disease that affects undead regardless of their immunity to disease and 
  infects undead exclusively. Being blood-borne, the undead must ingest the blood, 
  be injected with it, or be in contact with large amounts of it. Afterwards, the 
  magical infection works much like a disease does for the living . 
  At the demise of the undead creature, provided that it is Medium-sized and 
  basically humanoid in shape and composition, all remaining flesh on the subject 
  drops off, and the corpse reanimates. At this stage, the creature is nearly 
  indistinguishable from an undead skeleton, and lacking sufficient blood, a brain, 
  and other organs to truly be called a living thing. 
  Fledgling obitu behave much the same as skeletal undead; mindlessly 
  obeying commands and following orders. However, this is an obitu in its infancy. 
  In just three short months, sentience sets in. The brain and organs develop, and 
  the remaining necrotic energy is consumed by the infection. The green orbs of 
  light appear in the eye sockets about the time that the obitu gains true 
  consciousness. For several years the obitu is still considered a fledgling, learning 
  how to fully communicate and defend itself.  While still a bit naïve, an obitu is 
  considered mature around 5 years of age. 
   
  ALIGNMENT & RELIGION 
      Obitu usually abhor evil, and will actively hunt down and destroy any other 
  obitu purported to be evil. All obitu struggle with a bad reputation, and none 
  want this standing worsened by a disreputable member of their race.  
  Obitu worship most good deities, especially those with a special abhorrence 
  towards undead. While initially skeptical, most clergies will allow obitu simply 
  based on their willingness for total repentance and dedication to their cause. 
   
  NAMES  
  Obitu are often initially named by those around them, and consequently start 
  with funny sounding nicknames like “Johnny Longbones” or “Skinny.” 
  However, as time goes on and they realize the jest, they try to come up with 
  unique and ostentatious names such as “Plaxtarius the Good” or “Vardullisto the 
  Death Slayer.” As the obitu matures, however, these names get shortened. Some 
  obitu, if they are fortunate enough to find their mortal origins, will re-name 
  themselves in honor of their bone donor, especially if their donor was noble and 
  good.  
   
  OBITU HERITAGES 
  An obitu’s bones can come from a variety of sources, creating a variety of 
  unique obitu “heritages.” Choose one of the following obitu heritages 
  at 1st level. 
   
  BESTIAL OBITU  
  Your skeleton is from a bestial race. You gain a claw and a jaws unarmed attack 
  that deals 1d6 slashing damage and 1d10 piercing damage respectively. Both of 
  these attacks are in the brawling group and have the finesse and unarmed traits. 
   
  BLOODY OBITU  
  Your bones are particularly bloody, retaining some of the biology that they had 
  before undeath.You gain 12 Hit Points from your ancestry instead of 8. In 
  addition, you gain a +2 circumstance bonus to Acrobatics checks to Escape or to  
                         Squeeze. 
  
   
   
   
   
   
   
   
  GRAVETOUCHED OBITU  
  You originate from an area with a high concentration of 
  undead. You gain negative energy resistance equal to 
  half your level (minimum 1) and a +1 status bonus to 
  saves against necromancy effects. 
   
  PLAGUE-BORN OBITU  
  You originate from an area plagued by disease. You gain 
  a +2 circumstance bonus to saving throws against 
  disease. Each time you succeed at a Fortitude save 
  against an ongoing disease, you reduce its stage by 2, or 
  by 1 against a virulent disease. Each critical success you 
  achieve against an ongoing disease reduces its stage by 3, 
  or by 2 against a virulent disease. 
   
  VAMPIRIC OBITU  
  You originate from a vampire or other similarly vampiric 
  undead. You gain a fangs unarmed attack that deals 1d10 
  piercing damage. Fangs is in the brawling group and has 
  the grappling and unarmed traits.In addition, when you 
  score a critical success with this attack, the target takes 
  1d6 persistent bleed damage as an additional effect. 
   
  ANCESTRY  FEATS                                        
  At 1st level, you gain one ancestry feat, and you gain 
  an additional ancestry feat every 4 levels thereafter (at 
  5th, 9th, 13th, and 17th level). As an obitu, you select 
  from among the following ancestry feats. 
   
   1ST LEVEL 
   
  CHILLING TOUCH                                                FEAT 1 
  OBITU 
  Your connection to the undead grants you an innate 
  spell. You can cast chill touch as an occult innate spell 
  at will. This cantrip is heightened to a spell level equal 
  to half your level rounded up. 
   
  LOATHE UNDEAD                                                 FEAT 1 
  OBITU 
  You have a deep, seething hatred of undead. You gain 
  a +1 circumstance bonus to damage with weapons and 
  unarmed attacks against creatures with 
  the undead trait. If your attack would deal more than 
  one weapon die of damage (as is common at higher 
  levels than 1st), the bonus is equal to the number of 
  weapon dice or unarmed attack dice. 
       In addition, if a creature critically succeeds at an 
  attack against you and deals damage to you, you gain 
  your bonus to damage against that creature for 1 
  minute regardless of whether it is undead. 
   
  MONSTROUS PEACEMAKER                          FEAT 1 
  OBITU 
  Your ghoulish nature has given you a unique 
  perspective, allowing you to bridge the gap between 
  humans and the many intelligent creatures in the 
  world that humans consider monsters. You gain a +1 
  circumstance bonus to Diplomacy checks against non-
  humanoid intelligent creatures and against humanoids 
  that are marginalized in human society (at the GM’s 
  discretion, but typically at least including giants, 
  goblins, kobolds, and orcs). You also gain this bonus 
  on Perception checks to Sense the Motives of such 
  creatures. 
   
  PRETERNATURALLY NIMBLE                          FEAT 1 
  OBITU 
  You learned to take advantage of your unique 
  anatomy. You gain the trained proficiency rank in 
  Acrobatics. If you would automatically become 
  trained in one of those skills (from your background 
  or class, for example), you instead become trained in a 
  skill of your choice. In addition, you gain a +1 
  circumstance bonus to both Acrobatics checks and 
  Reflex saves. 
   
  QUICK AS THE DEAD                                         FEAT 1 
  OBITU 
  When uninjured, you are supernaturally aware of 
  your surroundings. When you are at full Hit Points, 
  you gain a +2 status bonus to initiative rolls.  
   
  VIVIFICATION VIRUS                               FEAT 1 
  OBITU 
  You combatively touch a target creature with the 
  undead trait to afflict it with the vivification virus, 
  infesting it with life and a steadily increasing 
  connection to positive energy; the target must attempt 
  a Fortitude save versus your class DC. 
  Critical Success The target is unaffected. 
  Success The target is unaffected. 
  Failure The target is afflicted with the virus at stage 1. 
  Critical Failure The target is afflicted at stage 2. 
  Vivification Virus (disease); Level 3; Stage 1 carrier with 
  no ill effects (1 day); Stage 2 1d8 positive damage and the 
  creature regains half as many Hit Points from all healing 
  or regeneration effects (1 day); Stage 3 as stage 2 (1 day); 
  Stage 4 2d8 positive damage and the creature gains no 
  benefit from healing or regeneration effects (1 day); Stage 
  5 as stage 4 (1 day); Stage 6 the creature dies and rises as 
  a fledgling obitu at dawn on the next day if it is Medium-
  sized with the humanoid trait. 
  
   
   
   
   
   
   
  OBITU ADVENTURERS 
  While the obitus’ nature 
  tends to gravitate towards 
  antisocial, untrusting, and 
  introverted, they feel a need 
  to prove themselves. 
  Consequently, they will 
  thrust themselves into social 
  situations, inferiority 
  complex intact, especially if 
  they can prove they are not 
  evil undead creatures. 
  Likewise, a mission 
  revolving around uprooting 
  tyranny, evil, or oppression 
  will also see the obitu 
  working well with others. 
  Obitu adventurers often 
  share these motivations. 
   
   
   
  Special The vivification virus bypasses a corporeal undead’s normal immunity to disease. 
  In addition, this disease has no effect whatsoever on creatures without the undead trait. 
  Furthermore, this disease does not affect undead with the incorporeal trait. Most vestiges 
  related to the type of undead, as well as any damage to the skeleton itself, disappear by the 
  time the obitu reaches basic sentience (at about 6 months old). This disease cannot be 
  cured by magical means. 
   
   5TH  LEVEL 
   
  BOON OF BONES                                                                                              FEAT 5 
  OBITU 
  Slashing and piercing weapons easily slip harmlessly between your bones. 
  You gain piercing and slashing resistance equal to half your level (minimum 
  1). 
   
  NO STRANGER TO DEATH                                                                          FEAT 5 
  OBITU 
  You gain a +4 circumstance bonus to all saves against death effects. 
   
   
   9TH  LEVEL 
   
  CONDUIT OF DEATH                                                                                      FEAT 9 
  OBITU 
  Prerequisites Chilling Touch 
  Frequency once per day (each) 
  Over time your necromantic link has grown stronger. You gain death knell and 
  false life as 2nd-level occult innate spells. You can cast each of these occult 
  innate spells once per day. 
   
  HASTY HEALER                                                                                                 FEAT 9 
  OBITU 
  Your connection to the positive energy that created you has grown, and flows 
  into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your 
  Constitution modifier × half your level. This is cumulative with any healing 
  you receive from Treat Wounds. 
   
   
   13TH  LEVEL 
   
  PILE O’ BONES                                                                                         FEAT 13 
  OBITU 
  Prerequisites Boon of Bones 
  Trigger You are critically hit. 
  You are an expert at using your strange anatomy. You may collapse into a 
  pile of bones and the attack deals only normal damage. You can reform in a 
  standing position as an action, but until you do, you are immobilized and 
  flat-footed. 
   
   
  
   
   
   
   
   
   
   
  HEART STONES 
  Unavailable to most creatures, heart stones are 
  traditionally only useful for the undead— creatures 
  with a large empty chest cavity. In essence, they fill a 
  special wear-location available to creatures who meet 
  these requirements— the heart. They were typically 
  crafted by liches for their minions or even themselves. 
  Heart stones are known to affect negative or positive 
  energy, often converting this energy to a polarity that 
  is most beneficial to the wearer. Whether this was 
  intentional or a fluke of design is debatable.  
  Heart stones are usually 5 to 10-inch crystals 
  mounted on several bindings that affix the item 
  securely inside the ribcage, in place of the heart. When 
  secured, the item pulses with light in a rhythm similar 
  to a beating heart. It takes as much time to secure and 
  remove a heart stone as it does light armor, due to 
  complicated latching mechanisms and multiple 
  fasteners. This means it is usually done outside of 
  combat. 
  While most living things cannot survive without a 
  real heart beating in their chest, obitu are the 
  exception. Obitu can wear and benefit from these 
  items. 
   
  BLACK HEART                                                     ITEM 11 
  UNCOMMON 
  INVESTED 
  MAGICAL 
  TRANSMUTATION 
  Price 1,250 gp 
  Usage worn heart; Bulk L 
  This spiky blue-black obsidian ball is seven inches in 
  diameter and fastened with a dozen black leather 
  cords. This item reverses the polarity of negative and 
  positive energy with regards to the wearer only. The 
  obitu wearing this item can be considered to have the 
  undead trait for the purposes of spells and effects that 
  deal with negative or positive energy. If worn by an 
  undead, it functions the same, though treating the 
  undead as if it did not have the undead trait, allowing 
  an undead to benefit from normal healing and positive 
  energy.  
  !
   
  BLEEDING HEART                                             ITEM 10 
  UNCOMMON 
  CONJURATION 
  INVESTED 
  MAGICAL 
  Price 950 gp 
  Usage worn heart; Bulk L 
  This smooth red ovoid crystal is about six inches long 
  and suspended on four gold chains. When worn, it 
  increases the effect that healing magic has on you. For 
  every 5 hit points that you heal from a single magical 
  source in one round, you heal an additional 2 hit points. 
  This works regardless of the polarity that heals you. 
  Undead may also benefit from this item. 
   
   
   
  DARK HEART                                                          ITEM 9 
  UNCOMMON 
  INVESTED 
  MAGICAL 
  NECROMANCY 
  Price 650 gp 
  Usage worn heart; Bulk L 
  This chiseled grey crystal sphere is about five inches in 
  diameter and secured with six steel chains. The wearer 
  gains a +4 item bonus to all saves against negative 
  energy damage if the wearer does not have the undead 
  trait. If the wearer does have the undead trait, this bonus 
  is granted towards saves against positive energy 
  damage. In addition, the Dark Heart conveys the 
  following power. 
       Activate  Interact; Frequency once per day; Effect 
  You touch the heart to gain temporary Hit Points equal 
  equal to your Constitution modifier (minimum 1) times 
  your level.This effects last for 1 hour. 
   
  STONE HEART                                                        ITEM 7 
  UNCOMMON 
  INVESTED 
  MAGICAL 
  TRANSMUTATION 
  Price 360 gp 
  Usage worn heart; Bulk L 
  This clear green crystal point is carved with arcane 
  runes and is about ten inches long. It is secured inside 
  the ribcage with two mithral bars (one attaches to your 
  sternum, the other to your spine). The wearer’s 
  maximum hit points increase by 10. 
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
  OBITU KNIGHT 
  It is no secret that the image of a walking skeleton conjures 
  feelings of chilling dread. However, mixed in with frigid 
  apprehension, this armored knight also rouses an air of 
  noble sanctity. 
   
  OBITU KNIGHT                                          CREATURE  1 
  LG 
  MEDIUM 
  HUMANOID 
  OBITU 
  Perception +7; darkvision  
  Languages Common, Necril  
  Skills Athletics +6, Stealth +6  
  Str +3, Dex +2, Con +2, Int +0, Wis +2, Cha –1  
  Items Breastplate armor, spear, shortbow (10 arrows), 
  wooden shield (Hardness 3, HP 12, BT 6) 
  AC 19 (21 with shield raised); Fort +5, Ref +5, Will +5  
  HP 20  
  Attack of Opportunity  
  Shield Block  
  Gravetouched The obitu knight has negative energy 
  resistance 1 and a +1 status bonus to saves against 
  necromancy effects. 
  Speed 25 feet  
  Melee spear +8, Damage 1d6+3 piercing 
  Ranged shortbow +8 (deadly 1d10, range increment 
  60 feet, reload 0), Damage 1d6 piercing 
   
   
   
   
   
  OBITU, FLEDGLING 
  Fledgling obitu are unintelligent living skeletons. Many 
  still have some of the vestiges of undeath: sharp teeth, claws 
  and so on. They will not learn to speak or think for 
  themselves for several months. 
   
  FLEDGLING OBITU                                  CREATURE  3 
  N 
  MEDIUM 
  HUMANOID 
  OBITU 
  Perception +10; darkvision  
  Skills Acrobatics +11, Intimidation +9, Stealth +6  
  Str +4, Dex +1, Con +4, Int -5, Wis +3, Cha +2  
  AC 18; Fort +11, Ref +6, Will +10  
  HP 54; Immunities death effects  
   Slippery Blood The fledgling is covered in slick blood 
  and gains a +2 circumstance bonus to Acrobatics 
  checks to Escape or to Squeeze. 
  Speed 25 feet  
  Melee claw +12, Damage 1d6+4 slashing 
  
   
   
   
   
   
   
   
  OBITU IN YOUR GAME 
  The obitu in this document are presented as a fairly 
  new ancestry to the world. As a newly developed life 
  form, they are still struggling to find their place in an 
  already well-established social ecosystem. This allows 
  them to be placed in virtually any campaign setting 
  with little work. As is, they require almost no 
  adjustment to your world to begin play immediately.  
  One downside to this “newness” is that they lack 
  tradition, language and history common to other PC 
  races. This has several ramifications, including no 
  racial legacy, and no special items tailored specifically 
  for this race. However, there are many boons as well. 
  Obitu player characters can be bold pioneers, 
  inventing their own paths, their own history, and their 
  own unique traditions. 
  Of course, there are some challenges to playing a 
  skeletal PC. These challenges can be mild to extreme, 
  based on the campaign setting. If your campaign sees 
  a plethora of strange creatures in every town, then the 
  obitu might fit in without too much prejudice. 
  However, if your campaign is used to the standard 
  core races only, the obitu may have to go about 
  dressed in ominous robes, gloves, and a mask just to 
  get by on the streets. After all, the obitu is a walking 
  symbol of death, and is not likely to be well received 
  by the uninitiated. The level of acceptance should be 
  determined by the Game Master before the new 
  ancestry is added. Extra training in the Deception skill 
  may even be necessary to blend in with the public or 
  impersonate the living.  
  Optionally, the Game Master can create a more 
  detailed back story for the obitu. Perhaps the lich 
  creator was using an old recipe from a fallen empire, 
  not knowing the full consequences. It is even possible 
  that other powerful creatures stumbled upon the obitu 
  formula, and the ancestry has been thriving for 
  centuries. Yet another possibility is that the obitu 
  infection arose naturally in an environment that was 
  terribly infested with undead; thus turning the tide 
  towards the forces of good. 
  The obitu will make a welcome addition to any 
  game as the spookiest member of the adventuring 
  party, an unusual option for the player seeking 
  something different, a challenge for the player who 
  has played everything, or just a good match for those 
  who revel in the absurdity of the macabre.
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  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
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  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) "Use", 
  "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009-19,  Alluria  Publishing; Author: Emily E. Kubisz 
  
   
   
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Alluria Publishing/AA2E1 Amazing Ancestries - The Obitu.pdf