A baelnorn is a deathless spellcaster, usually a cleric or mystic but sometimes a wizard or other spellcaster, who has used its magical powers to unnaturally extend its life.
A baelnorn is a gaunt and skeletal humanoid with withered flesh stretched tight across bones that seem to glow with a faint golden light. Its eyes are completely gone, but bright pinpoints of white-gold light burn on in the empty sockets.
Baelnorns speak Common plus any other languages they knew in life.

Creating a Baelnorn

"Baelnorn" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required reliquary. A baelnorn has all the base creature's statistics and special abilities except as noted here.

Size and Type

The creature's type changes to deathless. Do not recalculate the creature's base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice

All current and future Hit Dice become d12s.

Armor Class

A baelnorn has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.

Attack

A baelnorn has a touch attack that it can use once per round. If the base creature can use weapons, the baelnorn retains this ability. A creature with natural weapons retains those natural weapons. A baelnorn fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A baelnorn armed with a weapon uses its touch or a weapon, as it desireds.

Full Attack

A baelnorn fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage

A baelnorn without natural weapons has a touch attack that channels 1d8+5 points of positive energy. Against a creature vulnerable to positive energy, like most undead, this deals 1d8+5 points of damage; a Will save (DC 10 + 1/2 baelnorn's HD + baelnorn's Cha modifier) halves the damage. Most living creatures, and deathless, are instead healed 1d8+5 points of damage. A baelnorn with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it can deal 1d8+5 points of positive energy damage on one natural weapon attack.

Special Attacks

A baelnorn retains all the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 baelnorn's HD + baelnorn's Cha modifier unless otherwise noted.

Menacing Aura (Su): Baelnorns are shrouded in powerful emanations of positive energy. Creatures of less than 5 HD in a 60-foot radius that look at the baelnorn must succeed on a Will save or take a -2 penalty on attack rolls, Armor Class, and saves for 24 hours or until they successfully hit the baelnorn. A creature that has resisted or broken the effect cannot be affected again by the same baelnorn's aura for 24 hours.

Touch of Justice (Su): Any creature a baelnorn hits with its touch attack must succeed on a Will save or be instantly affected as though by a Mark of Justice spell from a Cleric of the baelnorn's level. Since the spell takes effect instantly and the mark immediately appears, it can be cast on an unwilling or unrestrained creature. The effect cannot be dispelled but any spell that can remove a curse can free the victim (see the Bestow Curse spell description). A baelnorn may choose to not affect a touched creature.

Spells: A baelnorn can cast any spells it could cast while alive.

Special Qualities

A baelnorn retains all the base creature's special qualities and gains those described below.

Turn Resistance (Ex): A baelnorn has +4 turn resistance.

Damage Reduction (Su): A baelnorn's deathless body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): Baelnorns have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Abilities

Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being deathless, a baelnorn has no Constitution score.

Skills

Baelnorns have a +8 racial bonus on Hide, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as base creature.

Challenge rating

Same as base creature +2.

Treasure

Standard coins; double goods; double items.

Alignment

Any good.


The Baelnorn's Reliquary

An integral part of becoming a baelnorn is creating a magic reliquary to which the character binds its life force. As a rule, the only way to permanently destroy a baelnorn is to destroy its reliquary. Unless its reliquary is located and destroyed, a baelnorn reappears 1d10 days after its apparent destruction.

Each baelnorn must make its own reliquary, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The reliquary costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.

The most common form of reliquary is a holy symbol of the baelnorn's god.

Other forms of reliquaries can exist, such as rings, amulets, or similar items.