Ability Adjustments: +2 Dexterity, +2 Charisma, –2 Constitution. Kamahra are fast and seductive, but closer to death than most mortals.
Senses: darkvision (60 feet)
Racial Skill Bonuses: +2 racial bonus on Bluff and Stealth checks.
Saving Throw Bonuses: +2 racial bonus against disease and mind-affecting effects.
Weaknesses/Vulnerabilities: Light Sensitivity.
Negative Energy Affinity: Kamahra hover on the border of life and death, and are treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy.
Spell-Like Abilities: detect undead 3/day (caster level equals the kamahra’s class level.)
Resist Level Drain: A kamahra takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a kamahra takes are removed without the need for an additional saving throw.