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==PC Stats== ::+2 Dexterity, –2 Constitution, +2 Wisdom ::Medium ::Normal Speed (30ft) ::Darkvision 60ft ::Skilled: Duskwalkers gain a +2 racial bonus on Knowledge (religion) and Heal checks. ::Ghost Hunter (Su) In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s nonmagical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute. ::Ward against Corruption (Ex) Duskwalkers gain a +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead. ::Languages: Duskwalkers begin play speaking Common and one of the following: Abyssal, Celestial or Infernal. Duskwalkers with high Intelligence scores can choose from the following bonus languages: Abyssal, Celestial, Draconic, Dwarven, Elven, Halfling, Infernal, or Protean. ===Second Edition=== Second Edition changes things up by introducing the Duskwalkers as one of the Versatile Heritages introduced by the APG. These Heritages replace the typical ones available to a race, but don't really start off with much. All the Duskwalker gives by default is low-light vision (or Darkvision if that's already on your ancestry) and the inability to ever become undead. Beyond that is access to all the Duskwalker feats you take whenever you have access to an ancestry feat.
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