The original version can be found here (
Undying) while the modifier version and the archetype are my creations. This class is better suited to an NPC than a player as its focus is on dying and reviving, activating abilities doing this and little else. Unless the campaign has a particular focus or theme the player would get bored of playing it very quickly as it doesn't do much else (although dipping a level to get one free resurrection a day might be worth it). I'm posting it because I'm planning an NPC of my setting that has the archetype and the sheet wouldn't be understood without having the class.
Undying
The undying utilize a mysterious school of techniques collectively known as the “phoenix arts”, named after the resurrecting fire-bird. The practice of such arts is a jealously guarded secret that helps them blur the line between life and death. In the hands of a master of the phoenix arts, death is a malleable thing.
The undying are warriors who achieve an understanding of its intricacies, and find themselves neither truly alive nor dead – instead caught in a constant battle to remain in one state or the other. The techniques that they learn require years to perfect. Once mastered, they allow legions of undying to throw themselves in devastating human wave attacks, fight pitched battles, and take on assignments deemed too dangerous for anyone else.
Though there are various military organizations that employ undying soldiers they all follow similar training programs. The funding of such schools, that must often train a large number of soldiers at a time, come from local political and religious organizations. For this reason, undying are often heavily affiliated with such institutions. Undying units are large and they accept people from all walks of life. Sometimes slaves or convicts are allowed to join such units as a way to work towards freedom. The allure of potential immortality is too good for many people to pass up, though the harsh training and lifestyle weeds out all but the best. Many undying organizations have identifying marks (brands, masks, tattoos, etc.) that mark the individual as belonging to said organization. Furthermore, some societies often impart social, legal, or political restrictions on members of these units (some example: undying may not marry, may not hold office, may not own property, etc).
Hit Dice: D8.
Role: In spite of their tragically frail forms, drained by the powers they wield, the undying make excellent front line fighters. Counterintuitively, their greatest strength comes when they die. Able to self-resurrect, an undying can trigger enemy traps, temporarily distract the most dangerous foe for a while, or even fight a war of attrition that they know they will win.
Adventures: Many circumstances lead undying to become adventurers. Undying, who have died a certain number of times in battle, are often allowed to leave the military if they wish (the exact number varies but many times it is in the hundreds). Many stay with undying legions, finding it hard to adjust to civilian life after seeing so much combat. Occasionally a unit will actually be decimated or their civilization/organization destroyed – leaving them the chance to see the world.
Alignment: Any Lawful. Undying training removes all fear and doubt but also much of a trainee’s individuality. They are conditioned to respond to orders and operate as a unit. While most are neutral on the good and evil axis, there are always variances in the kind of person the units attract.
Inspiration: Undying draw from a number of disparate sources. They are monastic, unquestioning death commandos who have low standing. Part of their inspiration came from the concept of kamikaze squads, sohei, death commandos, gladiators, Persian Immortals, and even fictional sources such as the Unsullied from Game of Thrones and Fedaykin death commandos from Dune. On the other hand, resurrection is a common theme throughout many religions. Outside the Abrahamic traditions, religions like Chan Buddhism, Hinduism, and even Haitian Vodou have resurrection stories. It is quintessential to our nature as frail living beings to want to cheat death, and the undying exemplify this.
Starting Wealth: 3d6 × 10 gp (average 105 gp.). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The undying’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Conscription, self-resurrection (1/day), undeath |
2nd | +2 | +3 | +0 | +3 | Toughness |
3rd | +3 | +3 | +1 | +3 | Self-resurrection (2/day) |
4th | +4 | +4 | +1 | +4 | Phoenix arts |
5th | +5 | +4 | +1 | +4 | Fast healing (3), self-resurrection (3/day) |
6th | +6/+1 | +5 | +2 | +5 | Bonus feat, Unyielding |
7th | +7/+2 | +5 | +2 | +5 | Self-resurrection (4/day) |
8th | +8/+3 | +6 | +2 | +6 | Phoenix arts |
9th | +9/+4 | +6 | +3 | +6 | Self-resurrection (5/day) |
10th | +10/+5 | +7 | +3 | +7 | Bonus feat, fast healing (5), surging rebirth, unfeeling |
11th | +11/+6/+1 | +7 | +3 | +7 | Self-resurrection (6/day) |
12th | +12/+7/+2 | +8 | +4 | +8 | Phoenix arts |
13th | +13/+8/+3 | +8 | +4 | +8 | Self-resurrection (7/day) |
14th | +14/+9/+4 | +9 | +4 | +9 | Bonus feat, unthinking |
15th | +15/+10/+5 | +9 | +5 | +9 | Fast healing (7), surging rebirth, self-resurrection (8/day) |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Phoenix arts |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Self-resurrection (9/day) |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Bonus feat |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Self-resurrection (10/day) |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Fast healing (10), surging rebirth, phoenix arts, unending |
Class Features
The following are the class features of the undying.
Weapon and Armor Proficiencies
The undying is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
(Sidebar) Playing an Undying
An undying is very counterintuitive to play- you want to die. When playing an undying there are two main schools of thought. The first is to rely on your phoenix arts, abilities that trigger when you resurrect, and the second is to make yourself into an undying defender. In the first case you will likely want to drop your AC a bit after you get to about 5th level (and thus have a few resurrections per day). This will allow you to trigger your phoenix arts more often because you will die more often. In the second instance, you will want to armor yourself as much as possible and take feats like Dodge to augment your AC and make up for your d8 HD.
Conscription (Ex)
An undying feels no pain, experiences no fear, and questions no orders. They gain a bonus against fear effects, pain effects, effects that results in ability score damage or drain, energy drain, and effects that result in exhaustion or fatigue. This bonus is equal to ½ their undying level (minimum +1). However, an undying has a penalty against all (non fear) mind-affecting effects as well as Sense Motive, and Bluff checks equal to ½ their undying level (minimum -1).
Self-Resurrection (Su)
At 1st level, the first time per day an undying is killed he is resurrected (as per
true resurrection) at the start of their next turn. During the turn when he is resurrected, he may take actions as per normal (though he is prone in most instances). At 3rd level and every odd level thereafter, he may do this one additional time per day. His uses of this ability reset every 24 hours. In order to regain uses of this ability he must have rested at least 8 hours. An undying cannot choose to not self-resurrect.
Sidebar: How to Kill the Undying
Undying are difficult, but not impossible, to kill. The trick is that they need to be put in a situation where coming back to life still results in death. Burning one alive (or dead), bathing the corpse in acid, or just having a few guys with spears is generally sufficient to take out a lone undying. The difficulty comes when undying attack en masse. It is easy to keep track of one but miss a few and things get messy.
Undeath (Ex)
At 1st level, an undying who is reduced to 0 hp is killed rather than rendered unconscious. This is due to the constant tug towards the grave that results from tampering the energies of life and death.
Toughness (Ex)
At 2nd level, an undying gains Toughness as a bonus feat.
Phoenix Arts (Ex/Sp)
Like a phoenix rising from the ashes, an undying gains new and unique benefits as his mastery over his own mortality expands. At 4th level and every 4 levels thereafter, an undying gains a talent from the following list. Any spell-like ability uses the character’s undying level as their caster level. Talents marked with * are referred to as burst talents, and an undying can only utilize one of them per time he is resurrected. He may select which he wants to use at the time of his resurrection. An undying may also elect to benefit from no phoenix talent. Statistic bonuses provided by these abilities end upon an undying’s death.
- Fiery Rebirth*: You produce a ring of fire around you as you are restored back to life. This deals 1d6 fire damage per level of undying and has a radius of 10 feet. Creatures in the area can attempt a Reflex save (DC 10 + ½ undying level + undying Dexterity modifier) for ½ damage.
- On Your Feet: When you resurrect, you are standing rather than being prone. This does not provoke attacks of opportunity. In addition, any attacks made on during your first round of combat you have a +2 competence bonus for attack rolls. An undying must be at least 8th level to select this talent.
- Light of Divine*: Your resurrection is accompanied by a flash of divine light. All creatures within 30 feet must make a Reflex save (DC 10 + ½ undying level + undying Dexterity modifier) or be dazzled for 1d4 rounds + 1 round per 4 undying level (minimum 1d4 + 1).
- Broken Earth*: Your return to life cracks the earth around you, creating a 10-foot area of difficult terrain around you. This only functions if the surface you are on has 10 or less hardness.
- Delayed Return: An undying can delay his return the world of the living until he is ready. After he dies he may delay his resurrection for up to 1 round per undying level. The undying determines how long he will stay dead for at the time of his demise.
- Empowering Resurrection: After resurrecting the undying gains a +2 bonus to their Strength and Dexterity score and increases their movement speed by 10 feet for 1d4 rounds + 1 per 4 levels of undying. Should an undying die this effect prematurely ends.
- Delay Taint (Sp)*: Upon resurrecting, all allies within 30 feet of the undying gain one of the following benefit: delay disease, delay poison, delay pain. This is chosen by the undying and may be selected on a per character basis.
- Vitality Burst*: All allies within 30 feet of the undying are restored a number of hit points equal to twice undying level. An undying must have selected delay taint before selecting this talent.
- Sympathetic Resurrection*: One creature within 30 feet of the undying is restored as per the undying self-resurrection class feature when the undying resurrects. A creature affected by this talent cannot be affected by it again for 1 week after being resurrected by it. The creature is selected by the undying at the time of his resurrection. An undying must have selected vitality burst before selecting this talent.
- Hardy Spirit: You gain one additional use of your self-resurrection class feature per day. This may be selected up to 3 times. An undying must be at least 12th level to select this talent.
- Necrotic Punishment: When you resurrect, you may deal 1d6 points per 2 levels of undying of positive energy damage to all undead within 30 feet of the site of your death. Creatures in the area can attempt a Reflex save (DC 10 + ½ undying level + undying Dexterity modifier) for ½ damage.
- Death Pact (Sp): By swearing a mystical oath and sealing the pact with a skill gained from your study of the phoenix arts, you bind your soul to another willing creature’s. The ritual takes 10 minutes and involves an exchange of blood and the undying’s oath of loyalty to the other creature (henceforth referred to as their charge). So long as the undying is within 30 feet of his charge they are treated as if you had cast shield other on them. In addition, should the undying’s charge be killed the undying is also reduced to 0 HP (the undying may resurrect however). Death does not break a death pact, but an undying or his charge may dissolve a death pact by taking a full round action. Should a death pact be broken by either party within 24 hours of it being made, the undying takes 1 negative level for 6 hours. If the death pact is broken after the initial 24 hours there is no penalty. You can have a number of death pact active at the same time equal to 1/3 your undying level.
Spells
Beginning at 4th level, an undying gains the ability to cast a small number of divine spells which are drawn from the undying spell list (see the end of the class). An undying must choose and prepare his spells in advance.
To prepare or cast a spell, an undying must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an undying’s spell is 10 + the spell level + the undying’s Wisdom modifier.
Like other spellcasters, an undying can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Undying spell per day. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Undying spell per day indicates that the undying gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
An undying must spend 1 hour each day in quiet meditation to regain his daily allotment of spells. An undying may prepare and cast any spell on the undying spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an undying has no caster level. At 4th level and higher, his caster level is equal to his undying level.
Table: Undying Spell per Day
Level | 1st | 2nd | 3rd | 4th |
1st | – | – | – | – |
2nd | – | – | – | – |
3rd | – | – | – | – |
4th | 0 | – | – | – |
5th | 1 | – | – | – |
6th | 1 | – | – | – |
7th | 1 | 0 | – | – |
8th | 1 | 1 | – | – |
9th | 2 | 1 | – | – |
10th | 2 | 1 | 0 | – |
11th | 2 | 1 | 1 | – |
12th | 2 | 2 | 1 | – |
13th | 3 | 2 | 1 | 0 |
14th | 3 | 2 | 1 | 1 |
15th | 3 | 2 | 2 | 1 |
16th | 3 | 3 | 2 | 1 |
17th | 4 | 3 | 2 | 1 |
18th | 4 | 3 | 2 | 2 |
19th | 4 | 3 | 3 | 2 |
20th | 4 | 4 | 3 | 3 |
Fast Healing (Ex)
At 5th level, an undying is granted fast healing 3 for 1d4 rounds after they resurrect. At 10th level this improves to fast healing 5. At 15th level this is fast healing 7 and at 20th level this is fast healing 10.
Bonus Feat (Ex)
At 6th level and every 4 levels thereafter, an undying gains a teamwork feat or combat feat. An undying has an effective fighter level for the purpose of qualifying for feats equal to his undying level.
Unyielding (Ex)
The brainwashing an undying undergoes is both a blessing and a curse. At 6th level an undying is immune to fear effects.
Surging Rebirth (Ex)
At 10th level, an undying can select 2 burst talents (those talents marked with *) to benefit from when he resurrects. At 15th level he may select 3, and at 20th he may select up to 4.
Unfeeling (Ex)
At 10th level, an undying has moved beyond pain and distress. He can shut out pain as easily as he breathes. The undying is immune to pain effects; physical ability score damage; and exhaustion/fatigue.
Unthinking (Ex)
At 14th level, an undying becomes a machine of war. He becomes immune to mind-affecting effects and morale bonuses and penalties.
Unending (Ex)
At 20th level, an undying can self-resurrect a number of times per day equal to his undying level. This replaces the number of times per day specified in the self-resurrection class feature.
Undying Spells
1st –
bed of iron, compel hostility, cure moderate wounds, endure elements, keep watch, knight’s calling, lesser restoration, magic weapon, placebo effect, shield of fortification, remove sickness, spiritual weapon, tireless pursuit, tracking mark
2nd –
communal endure elements, cure critical wounds, delay disease, delay poison, holy shield, instant armor, ironskin, litany of defense, neutralize poison, paladin’s sacrifice, reincarnate, remove paralysis, shield other, soothing word, vestment of the champion
3rd –
accept affliction, communal delay poison, deadly juggernaut, mass cure light wounds, remove blindness/deafness, remove curse, remove disease, vigilant rest
4th –
banishing blade, break enchantment, breath of life, cyclic reincarnation, death ward, dimensional blade, greater neutralize poison, heal, king’s castle, mass cure moderate wounds, raise dead, regenerate, resounding blow, restoration, temporary resurrection
Autumn Army Soldiers (Undying Archetype)
Modifies weapon and armor proficiencies, phoenix art of 4th level, bonus feats;
Replaces phoenix art of 12th level, surging rebirth, toughness, increase of fast healing at 10th level
Advances in technology have made archaic armors obsolete by the twentieth century, and modern soldiers concentrate training on firearms and swift feet.
Weapon and Armor Proficiencies
The autumn army soldier is proficient with all simple and martial weapons, and with all firearms. He is proficient with light armor, but with no shield.
Gunsmith
At 1st level, the autumn army soldier gains any firearms worth 2000 gp or less. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The autumn army soldier also gains Gunsmithing as a bonus feat.
Modern Warfare (Ex)
At 1st level, the autumn army soldier gains the Grit ability of the gunslinger but only for activate the following deeds. At 1st level, he gains the Quick Clear deed and at 11th level the Expert Loading and Lightning Reload deeds of the gunslinger. If the autumn army soldier take level in gunslinger, the two pool do not combine and the grit from modern warframe can only be used for activate the deeds given from this class feature. This ability replaces surging rebirth and the phoenix art of 12th level.
Trench Warfare (Ex)
Starting at 2nd level, an autumn army soldier can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 6 levels thereafter (8th, 14th, and 20th), the autumn army soldier picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. This ability replaces toughness and the increment of fast healing of the 10th level.
At Attention (Ex)
At 4th level, the autumn army soldier gains the
On your Feet phoenix art instead of personally selecting a phoenix art. This alter the phoenix art of 4th level.
Spells
The autumn army soldier replace
2nd –
instant armor, ironskin, litany of defense, vestment of the champion
3rd –
deadly juggernaut
4th –
banishing blade, resounding blow
with the following spells for his spell list.
1st –
bullet shield, fabricate bullets
2nd –
bullet ward, magic siege engine, magic vestment, named bullet
4th –
greater magic siege engine, greater named bullet
This alter the spell list.
Warfare Feats (Ex)
If an autumn army soldier take a combat feat with the bonus feats class feature which requires him to indicate a specific weapon (like Weapon Focus and Weapon Specialization), that weapon must be a firearms. He can still take teamwork feats and his undying level for this feats count as fighter level for prerequisites. This alter bonus feats.