Also: Oh hey, I don't have the Libris Mortis. This si the other reason why. 'Else I would have used the Necropolitian. Because it;s been suggested twice. at two different places. 6_6
Template: Gray Man.
This template may be added to any sentient living being that has a body made of flesh (ie, no Dryads, Warforged, Vampires, or Elementals.)
Description: The Gray Man is a marvel of necromancy, an incredibly advanced form of undead that is near identical in appearance and in mental acuity to its living counterparts. A creature with the Gray Man template looks almost exactly as if living, but with a grayish, yellowish, or amberlike shine to it's skin, and has its limbs and a few other areas (such as the chest and face) heavily coated in lacquer, creating a hard coating. There are also a few well-placed scars on the abdomen, where the organs were removed.
Becoming a Gray Man: a creature can be made into a Gray man only if his skull is completely intact and unharmed. His body must also be in good condition, but being in one piece is not necessary. The creature must have at least 3/4 of its limbs intact. The spells Raise Dead and Gentle Repose must be cast on the body by a caster of at least 10th level, and the body must be specially treated; his internal organs must be removed and replaced with suitable approximations, his flesh must be preserved with concoctions and the Gentle Repose spell, and his major orifices must be sealed, in order to lessen the risk of mold and other things hiding inside the body. Even though the flesh won't deteriorate, it is never a good thing to have a wasp's nest inside a chest cavity. These things all cost 1000 GP, including the needed payment to the caster. If you start off as a creature with the Gray Man template, you do not have to worry about these costs, but a Gray Man is usually in the service of another to pay off this cost. Consult the GM.
-note: this is supposed to be priced as a distractingly attractive alternative to a Resurrection from a temple. adjust the costs accordingly.
HD: all HD become D12, and you lose all Con-bonus HP.
Saves: as your class, except the Fort save doesn't matter anymore.
AC: you gain an AC bonus equivalent to the Zombie's template (see the SRD 3.5) Medium creatures gain +2 AC.
Str: +2 Your flesh is harder and tougher and generally stronger.
Dex: -2 Your flesh is a bit, ah, gummy from the resins and lacquers.
Con: Null. as an undead, you have no Con.
Int: +/- 0 Your brain is perfectly preserved, through the Gentle Repose spell. Almost good enough to eat :D.
Wis: +2 You died. You saw death and the great beyond. That widens anyone's horizons.
Cha: -2 You look creepy and off. Not to mention the slight reek of formaldehyde and the other things used to preserve you.
Hollow Innards: You have enough room in your abdominal cavity to hide things. These things can only be accessed by cutting open the stitches that keep your pseudo-guts inside. A Medium-Sized creature can hide 5 pounds of stuff, and for every size category, add 5 more pounds. a Small can store about 3 pounds, and every size category below it can hold half as much as the one above it. Unstiching yourself is a move-action, and grabbing an item from inside is a separate action. You can stitch yourself (or get someone to help you) shut, but it takes 5 minutes (as a Medium creature. Add 5 minutes for every size category up, and half it for every one down) to do so. You can sneak anything in your hollow innards past someone with a Bluff check DC 35, and they have to be suspicious of you. Most people don't think about these things. You can fit things inside within reason. No hiding a greataxe inside a medium creature, no matter the weight. Those things are big.
Senses: you have no sense of smell or taste. You cannot Track by scent.
Water Weakness: If you are out in the rain/in water for 10 minutes without protection (Protection being a cloak and boots, a wide-brimmed hat and jacket, or something that keeps the rain off your skin and feet in the rain. In water, you need a wetsuit. In both cases, you could use Protection from the Elements.), the chemicals and resins that keep you together begin to re-liquefy. Every 10 minutes in the rain without some protection, take 1d4 Dex damage. This can be repaired by being hit with an inflict spell that heals as much HP as you have Dex in one go, being dried out by a spell (If you are hit by one of those spells in the soggy state, you instantly lose all Dex damage, but are not healed), or hanging out by a fire for (1/2 Dex score) hours, doing nothing but attending to yourself, respreading the resins equally so you don't end up all gummy. You are considered flatfooted and unarmed for that time (if you can deal lethal damage with a natural weapon, you are still armed then.). If your Dex hits 0, you are unable to move or speak, and must be repaired by a spellcaster of at least 10th level that can apply the Gray Man template. The cost to repair you is 1/2 your Dex x100 GP, +200 GP to pay a NPC to help you.
-note: just stepping outside for a nip isn't going to damage your Dex. We're talking walking around in a good rainstorm. Being dunked for some time will hurt your Dex, wading through a puddle (quick) won't, so long as you change your outermost layer of clothes.
Turning: You can be Turned, Rebuked, or Bolstered, but never Commanded. You can be destroyed outright. You also have +4 Turning resistance.
Desiccating Absorption: You are not only unaffected by spells that try to dry you out, you are healed by them. Gain 1 HP back for every 3 damage that would have been dealt to you.
Abilities: you keep all class and racial abilities, and gain one new one:
Wail: as a full round action, you can let out a wail from the Great Beyond. Everyone in a 15' cone makes a Will save with a DC of [10+(1/2 your Clvl)+your Cha Mod]. if they fail, they are Fear'd, like the spell (how long does Fear last?). If they save, they are instead Shaken for a round. You may use this ability a number of times a day equal to your Charisma Mod, minimum once a day. Despite the description, this is not sonics-based.