They all appear similar (although they do not think so). A body that does not quite seem to have a height, it is tall, short, or average as needs demand. A blank face, with glowing eyes. Elongated, thin arms, and no mouth. The ones who have been in this universe longer can fly, as they are less bound by our nonsensical laws of physics.
They are the Ukh, and this is their afterlife.
Nobody is quite sure when the first Ukh appeared. They may have been here forever, they might have just appeared yesterday. It's like a smaller version of last thursdayism.
They do not feel the same emotions as we do, but the best term for what they are feeling when they appear is confusion. They come from another world, one where the laws are not the same. The idea of light does not exist. This does not mean the entire world is shrouded in darkness. It means that darkness and light simply do not exist.
Liquids, solids, gasses, plasma they are all one and the same. When they come here, it is like if we were thrust into a room full of flashing lights and darkness, where we had enormous weights on our backs, and needed to breath lightning or water to stay alive. They are in a world full of strange, slow, creatures. We would not last long in their world, but they can stay in ours.
One man managed to come back with his sanity and health intact from the world of the Ukh, known as 'Travos the Wanderer.' He confined himself to a tower, and most believe he died there decades ago. But some say he is trying to kill Ukh from our world, to summon more of them here... For what purpose, it is not known.
All of them have died before. Death seems to be constant in their world, one thing binding ours and theirs together.
When an Ukh appears in our world, they have just died in theirs.
For whatever reason, this is their afterlife. They are unclear on what exactly their world was like, except for 'very different.' None of them are ever brought back to their world, and any killed here simply fade away, and cannot be resurrected.
Hasty autopsies have been done before their body completely fades, and their bodies are hollow. For a long time, it was thought that they did not have anything inside them, but then scholars realized that when they are cut, they bleed an orange-white light.
Ukh have an almost completely alien psychology and physiology. They suffer little to no ill effects from things that would drive other creatures insane, and some of them have learned to ignore our more physical threats as well. Ones who have spent more time in our world can ignore gravity, granting themselves the ability to fly.
Any who look into their minds catch glimpses of their memories from life, and are often driven mad from the things they see. They become obsessed with Ukh, and try to seek them out so they may serve them. What they want most is to be sent back to the world of the Ukh, even though they know it will kill them.
Mechanically, a creature driven insane by an Ukh either becomes the loyal servant of any Ukh who promises to send them back (either when they can, or for a service), or will try and threaten and torture the Ukh into sending them back.
And, although much may be different in our world, Ukh still feel pain.
Ukh view the world much differently than us. They still dislike pain, are adverse to death, and feel fear, but they experience them all differently than us. Each Ukh is different, just like humans are different. Some might resent the afterlife they have been thrust into, some may embrace it. Some want to get home, some realize it isn't possible. Some know they are dead, others deny it.
Some Ukh war against creatures of this world, others are friendly, and more still seclude themselves, hiding away from this strange world in a place they enjoy. Some live in caverns under the earth, some high in the clouds, and still others in ocean trenches.
Some are curious, some are angry, some are sad. They have hopes and (pseudo)dreams, they have what amounts to ambitions, and even feelings of love.
Treat them as people. Alien, strange, and magical people, but people nonetheless.
Stats. +1 save for every two Ukh levels you have. This class can only be taken at 1st level.
Level 1: Defy physics, alien mind
Level 2: Hover +1 attack
Level 3: Walk through walls
Level 4: Flight +1 attack
Level 5: Send home
You have Connection points (CP), which are how much power you can draw from your own world to perform physics defying feats. You have a number of CP equal to twice your Ukh level, and know a number of feats equal to 1+your Ukh level (choose one and roll for every other). Each feat lasts for 1 day when used.
Ukh cannot speak like people. You must communicate through gestures, symbols, or writing. You do understand your normal amount of languages, and anyone using telepathy on you can speak with you. Anyone attempting to read your mind must save vs. taking 1d10 sanity damage. You take half sanity damage whenever you would take sanity damage.
You never need to touch the ground while walking, and can float up to 6 inches above it without putting any pressure on the ground itself.
Walk Through Walls
Once per day, you can become ethereal for a number of rounds equal to your level. In that time, you cannot deal damage or affect the real world, you can walk through walls, and you are immune to all damage except psychic damage.
You can fly as fast as you can run, for a number of minutes equal to your level each day.
Although you cannot go home yourself, you can send others to your home. Once a day, you can send a creature to your world. While there, they effectivly do not exist, and take 1d12 damage and lose 1d12 sanity points every round. At the end of a round, they can make a save to be returned to the spot they occupied. If you use this on another Ukh or yourself, you instead heal 1d12 damage and regain 1d12 sanity points each round, but must still make saves.
2 points: You have blindsight out to 10 feet.
4 points: You have blindsight out to 50 feet.
6 points: You have blindsight out to 100 feet.
8 points: You have blindsight out to 500 feet.
10 points: You have blindsight out to 1 mile.
3 points: You do not have to breath.
5 points: You take 4 less damage from cold, and take no damage from high pressure.
2 points: You can grow or shrink yourself up to half or half again height, giving you either +1 damage with Strength weapons, or the ability to fit through spaces half the size you normally could.
4 points: You can grow up to double height, granting you +1d4 damage on Strength attacks, or down to 6 inches, allowing you to squeeze through spaces that are more than 2 inches in diameter, but making all your attacks deal a base of 1d4 damage. This also gives you +4 defence, but armour is useless.
6 points: You can grow up to triple height, granting you +1d6 damage on Strength attacks, or down to 1 inch, making all your attacks deal a base of 1 damage, but granting you +6 defence, and armour is useless.
Your unarmed attacks deal extra death damage equal to the number of CP spent on this ability, and you no longer have a penalty to attacking unarmed.
1 point: You gain +1 HP/level (this raises your maximum HP as well as healing you).
3 points: You gain +2 HP/level.
5 points: You gain +3 HP/level.
8 points: You regain 1 HP/round, and an extra 1 HP on any round you do not take any actions.
10 points: The first time this day you are reduced to 0 hit points, you immediately heal back up to full.
Hand of the Destroyer
2 points: Whenever you touch an inanimate object, it begins to rot or rust, allowing you to destroy it in 1 hour. If an opponent misses you with a weapon, you can make a Dexterity check to attempt to grab it, causing it to suffer a dent.
5 points: As above, but you can destroy an object in 1 minute, and a grabbed weapon suffers a break.
10 points: As above, but you can destroy an object in 1 round, and a grabbed weapon automatically breaks to a useless level.
Not My World
You take 1/point spent less damage of a specific type whenever you take damage.
Not Where You Look
1 point: You get +1 to stealth.
2 points: You get +2 to stealth.
3 points: You get +3 to stealth.
4 points: You get +4 to stealth.
5 points: You can become your choice of invisible or silent for up to your level minutes.
6 points: You can become invisible and silent for up to your level minutes.
10 points: You are invisible and silent.
You summon a War Orb, a magical manifestation of your homeworld, which you can use as a weapon. It can be controlled with your mind, and may move out to 10 feet away from you. It deals 1d6+any ability score modifier damage, and you may choose 1 extra ability for it for every point you spend above 1.
The war orb can be throw up to 100 feet, and always returns to you at the end of your turn.
You can see through the war orb as though you were in it's space.
The war orb is invisible. This does not grant any bonuses to attacking with it.
The war orb deals 1d8 damage. If you have already taken this ability, you can take it again to deal 1d10 damage.
The war orb's range increases to 25 feet.
1 point: You treat any fall as 30 feet shorter, and gain +2 to any climbing checks.
2 points: You treat any fall as 60 feet shorter, and gain +4 to any climbing checks. However, any check to move you gains a +4 bonus. You can jump 3x as high and far.
4 points: You become immune to falling damage, and can climb any surface.
7 points: If you have the flight ability, you can now fly for an unlimited amount of time each day.