Undead Origins

Voadam

Legend
Two Dozen Dangers: Drugs

Two Dozen Dangers: Drugs
Pathfinder 1e
Undead: Ghostwater Drug creation.

Ghost Water (spirit water, life water)
Description: This drug appears as clean, clear water which reflects light in a dazzling manner. It is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. A user can extend their lifespan many years in a very short period with this drug, but it is easy to become addicted and withdrawal from the drug is a terrible thing.
Drug DC: 30
Primary Effect: A single dose of this drug extends the limit of each age category of the user by 1 year, as well as the user’s maximum age. Also, the user will not physically age for 1 year after taking a dose.
Secondary Effect: None.
Addiction: 2 doses are required to duplicate the effects of a single dose for an addicted creature.
Withdrawal: A creature suffering from withdrawal from ghost water feels constantly haunted by the souls which were sacrificed in order to extend its life. Strange but minor (and usually disturbing) events constantly happen around such a creature- blood appears on things it touches, screams are heard as it smiles, and so on. The creature must pass a Will save against the drug’s DC in order to gain a restful night’s sleep. Finally, if a creature finally breaks its addiction to ghost water, the work of the drug is undone: overnight, the creature ages a number of years equal to those granted by all of the doses of the drug they have taken in their life, from this addiction and past addictions. The creature’s lifespan remains extended, but this aging process brings it much closer to its death and can even kill a creature that has lived longer than its allotted time.
Cure: 1 year (365 days) of withdrawal
Price: 1,000 gp
 
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Voadam

Legend
Two Dozen Dangers: Haunts

Two Dozen Dangers: Haunts
Pathfinder 1e
Arcane Rift: An arcane rift is not a true Haunt, in that no death caused its existence. Rather, an arcane rift is a flaw in the underlying structure of the universe, a place where the laws of magic and causality twist and die. Arcane rifts occur in places where great battles occurred, where dozens of warrior-mages unleashed their spells, where artifacts were forged, and where gods incarnated.
Baron Culver's Balcony: Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.
Bigot's Spire: In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.
When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.
Black Taskmaster: The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.
Boartooth's Righteous Rampage: When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.
Butcher's Hill: The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.
Camel's Graveyard: There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.
Cast Upon the Rocks: The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau.
Devil's Anvil: This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze.
Donovan's Kiln: Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.
Fatfinger's Last Dance: Terkin Fatfinger, brigand, rapist, counterfeiter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him.
Gremlin's Hovel: ?
Grigori Chair: The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.
Gut's Revenge: When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.
Judge Wargrave's Bench: Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.
Laughter Freezes: Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.
The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.
Mugglesant's Endless Anger: The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit.
Old Jonas' Critique: Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.
Purple Pig Tavern: The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar.
Rapist's Mile: This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.
Scribe Du Rayneil's Odd Bequest: The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library.
Stores of Goodwatch Keep: Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.
Surbicah the Apostate's Stone Pyre: Long ago, the druidess Surbicah renowned her faith and
accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.
Thirsting Gorge: Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.

Ghost: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Wraith: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Undead: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Haunt: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.
 
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Voadam

Legend
Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)

Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)
Pathfinder 1e
Skeleton Animal: Animate Vermin spell.
Necromancer's Touch spell.
Zombie Animal: Animate Vermin spell.
Necromancer's Touch spell.

Ghoul: Transform Dead spell.
Skeleton: Undead Crew spell.

Animate Vermin
Necromancy; Level: Clr 0, Sor/Wiz1; Components: V, S, M; Casting Time: 1 action; Range: Short (25 ft. + 5 ft/2 levels); Target: 1 animal corpse; Duration: 1 day/level; Saving Throw: None; Spell Resistance: No
This spell allows the caster to animate one animal, of no more than one hit die, as per the spell Animate Dead. The corpse will follow simple commands, but is typically useful only for menial tasks and utterly useless in combat. After 1 day per level of the caster, the corpse disintegrates, consumed by the necromantic energies flowing through it.
Material components: The corpse to be animated and an onyx gem worth at least 5 gp.

Necromancer’s Touch
Necromancy; Level: Clr 7, Sor/Wiz 8; Components: V, S, M; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 minute/2 levels; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)
You bestow upon the creature touched the ability to animate dead, as per the spell of that name, for a number of times equal to your caster level, for the spell’s duration. When the spell expires, any skeletons or zombies created by spell recipient immediately fall under your control. The limit of undead that you may control increases by 4 HD per level of the spell recipient. Undead created by the spell recipient crumble to dust 24-hours after their creation, at which point the total number of HD of undead that you may control reverts to normal.
Material Components: The hand of a slain necromancer.

Transform Dead
Necromancy [Evil]; Level: Sor/Wiz 6; Components: V, S, M; Casting Time: Whole round; Range: Touch; Target: One zombie; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes
The caster touches a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul.
Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.
Material Components: A bone from a ghoul and a black onyx gem worth at least 100 gp.

Undead Crew
Necromancy; Level: Brd 5, Sor/Wiz 6; Components: V, S, M; Casting Time: 10 minutes; Range: Close (25 ft. + 5 ft./2 levels); Target: One ship; Duration: 1 hour/level. Concentration discharge (D); Saving Throw: None; Spell Resistance: No
This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead will automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew though encouraging singing of sea songs. Up to 5 undead crew men may be summoned per caster level. These crewmen are treated as Medium-sized skeletons with the additional ability of Profession (sailor) +5. These crewmen will not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as Ist-level warriors.
Material Components: The bones or remains of at least 5 drowned men.
 
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Voadam

Legend
Undefeatable 3: Bards

Undefeatable 3: Bards
Pathfinder 1e
Undead: Dance of the Dead feat.

DANCE OF THE DEAD
Your movements and rhythm has the power to enervate all that watch you, including the dead!
Prerequisite: Bard Level 12th
Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.
Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Peroformance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).
 
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Voadam

Legend
Undefeatable 12: Arcane Archer

Undefeatable 12: Arcane Archer
Pathfinder 1e
Skeleton: Necrotic Arrow feat, Arcane Archer level 3
Zombie: Necrotic Arrow feat, Arcane Archer level 5
Ghoul: Necrotic Arrow feat, Arcane Archer level 7
Ghast: Necrotic Arrow feat, Arcane Archer level 9

Necrotic Arrow
Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!
Prerequisite: Arcane Archer Level 3rd
Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.
 
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Voadam

Legend
Undefeatable 13: Assassin

Undefeatable 13: Assassin
Pathfinder 1e
Skeleton: Murderous Necromancy feat.
Zombie: Murderous Necromancy feat.

Murderous Necromancy
Your death attacks cause your victims to become your undead servants.
Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead
Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.
 
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Voadam

Legend
Undefeatable 20: Shadowdancer

Undefeatable 20: Shadowdancer
Pathfinder 1e
Shadow: Spawn of the Shadows feat.

Spawn of the Shadows
You may create ephemeral shadows which do your bidding from those you slay while in the shadows.
Prerequisites: Shadowdancer level 6th
Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.
 
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Voadam

Legend
Undefeatable: The Collected Feats Sourcebook

Undefeatable: The Collected Feats Sourcebook
Pathfinder 1e
Undead: Dance of the Dead feat.
Skeleton: Murderous Necromancy feat.
Necrotic Arrow feat, Arcane Archer level 3
Zombie: Murderous Necromancy feat.
Necrotic Arrow feat, Arcane Archer level 5
Ghoul: Necrotic Arrow feat, Arcane Archer level 7
Ghast: Necrotic Arrow feat, Arcane Archer level 9
Shadow: Spawn of the Shadows feat.

DANCE OF THE DEAD
Your movements and rhythm has the power to enervate all that watch you, including the dead!
Prerequisite: Bard Level 12th
Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.
Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).

Murderous Necromancy
Your death attacks cause your victims to become your undead servants.
Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead
Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.

Necrotic Arrow
Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!
Prerequisite: Arcane Archer Level 3rd
Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.

Spawn of the Shadows
You may create ephemeral shadows which do your bidding from those you slay while in the shadows.
Prerequisites: Shadowdancer level 6th
Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.
 
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Voadam

Legend
Vathak Terrors: Cured of Ursataur

Vathak Terrors: Cured of Ursataur
Pathfinder 1e
Anna's Forgotten: In the hills above Ursatur, a vindari doctor named Anna Schafer worked frantically to find a cure for the Plague of Shadows. From the city’s poorest corphans to members of ancient noble houses, everyone approached Doctor Schafer for treatment. Some blame her for the deaths of many poor bhriota and romni children as she tried experimental treatments, while others choose to focus on the children she saved and believe each time she failed was a personal tragedy.
In either case, hundreds of children under Schafer’s care eventually died either from the Plague of Shadows or from side effects of her treatments. Although the death toll has long haunted the memories of Ina’oth, darker rumors began stirring following Doctor Schafer’s canonization as St. Anna.
Extergeist: During the Plague of Shadows, Inaothians tried many rituals to ward off the disease, but among the most effective was simply staying clean and washing regularly. However, even cleanliness can be dangerous in large amounts and the horrible pressure of the Plague of Shadows was not conducive to measured responses.
Many who died as a result of their own attempts to avoid the plague linger as extergeists, bound to Vathak by their desire to avoid diseases that can no longer take hold in their bodiless forms. Although many extergeists applied questionable tonics or applied harsh alchemical agents to clean themselves, others simply couldn’t bring themselves to eat possibly contaminated food or suffered an accident trying to avoid the infected.
 
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