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Thread: Undead Origins

  1. #1201
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    Shadows Over Vathak: Hauntlings – Enhanced Racial Guide

    Shadows Over Vathak: Hauntlings – Enhanced Racial Guide
    Skeleton: Release From Flesh spell.

    Release From Flesh
    School necromancy [evil]; Level cleric 5, shaman 5, witch 5
    Casting Time 1 round
    Components V, S, M/DF (the heart of a humanoid creature)
    Range touch
    Target one living creature
    Duration 1 round/level (D)
    Saving Throw Fortitude negates, see below;
    Spell Resistance yes
    You cause a living target’s flesh to rot off its body. Each round at the start of the creature’s turn, until it makes a successful Fortitude save, it takes 1d4+1 points of Constitution damage. A creature dies under the effects of the spell is transformed into a skeleton under your control. This skeleton counts towards the total amount of Hit Dice of undead you can control with spells like animate undead. If the skeleton exceeds the total amount of Hit Dice of undead you can control, it crumbles to dust.

  2. #1202
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    Shadows Over Vathak Ina'oth Gamemaster's Guide

    Shadows Over Vathak Ina'oth Gamemaster's Guide
    Ghost Aging special attack: The ghost died either young or very old.
    Ghost Drowning special attack: The ghost died drowning, either accidently or as a result of murder.
    Ghost Elemental Body special attack: The ghost died through painful exposure to one of the following elements—acid, cold, electricity, or fire.
    Ghost Firestarter special attack: The ghost died tragically in a fire.
    Ghoul Variant: Most Vathakian ghouls are of the standard variety, however, the presence of the Old Ones invariably causes mutations.
    Ghoul Corpse Loved: One of the strangest variant ghouls is the corpse bride or corpse groom. While most ghouls arise from cannibalistic impulses, these ghouls result from their loved ones excessively pining over them, feeding the corpse as though their lover still lived.
    Ghoul Dark Rider: ?
    Shroud Mummy: Ancient rituals, alternately attributed to the Nosferatu Kings and bhriota shamans, seek to preserve the body and the mind after death. Rare oils anoint the subject and an enchanted funerary shroud protects them from the degradations of time. Although, properly executed, the rites should result in a mummy that retains or even increases its mortal intelligence, most subjects become lesser shroud mummies.

    Incorporeal Undead: The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.
    Ghost: The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.
    Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death.
    Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment.
    Ghoul: Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever.
    As citizens turn to cannibalism, new ghouls are born even within the safest walls.
    Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth.
    The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak.
    Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers.
    Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls.
    Cursed disease.
    Zombie: Cursed disease.
    Ghast: Cursed disease.
    Shadow: Cursed disease.
    Wight: Cursed disease.
    Wraith: Cursed disease.

    Cursed: Dark powers are at work in Vathak and the dead do not rest easy. Cursed diseases cannot be removed through magical means unless the victim is first treated with remove curse (with a DC equal to the disease’s Fortitude save DC). Creatures that succumb to a cursed disease arise within 24 hours as the following type of undead (unless the disease already spawns an undead such as ghoul fever).
    d6 Undead Type
    1 Zombie
    2 Ghoul
    3 Ghast
    4 Shadow
    5 Wight
    6 Wraith

  3. #1203
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    Sidebar 6 - 5 Haunted Items

    Sidebar 6 - 5 Haunted Items
    Royal Blood Diamond: Greedy, spoiled, and covetous, the Princess Gelledona was not a person to be denied what she demanded. Already extremely rich, she owned an impressive collection of jewels, gems, and precious things when she spotted the Royal Blue diamond worn by a visiting princess from a far off realm. The diamond was the largest she had ever seen, set into a magnificent necklace of silver and surrounded by dark sapphires. The blue glow that came from the diamond was enchanting, and Princess Gelledona did all she could to convince the foreign princess to give it to her. After all the offers of money, land, and other fine jewels were rejected, Gelledona paid the visiting princess’s own guards kill her for it. Savage in their work, the princess died clutching the diamond after being stabbed repeatably. Princess Gelledona was able to have her own staff clean up the mess after she secretly claimed the diamond for herself, her diplomats putting the blame on another nation already at war with the dead princess’s realm.
    The Busty Maid Stool: Ballis Yellowtusk was a deadly highwayman and local outlaw. He was caught at his favorite tavern, the Busty Maid, eating a fine meal at his regular spot at the bar. He went quietly when the soldiers came, not putting up a fight as they carried him away, nor while he was sentenced to hang for his crimes. His last request was to have the stool from his favorite spot in the Busty Maid be the thing he stood on for his hanging. Before the stool was pulled from his feet he smiled and promised to haunt anyone who would sit in his spot at the tavern. He grinned as the stool was yanked out from under him, and kept grinning even after he was long dead.
    Hardnook Plantation Mirror: The Hardnook family was one of the wealthiest plantation owners in their area. Unfortunately Vande, the head of the family, was a cruel man and abused all of the slaves and workers who worked for him. Angry at his actions and riled by an accident that killed a young child, the slaves eventually revolted and the family was forced to barricade themselves in the plantation manor. After three nights waiting for help Vande was fatally wounded and his wife, Seadora, grew insane from the constantly shouted threats and attacks. In her crazed delirium, she tied nooses around her husband’s neck, her neck, and the neck of each of her children. Then she threw each one over the banister in the entryway of the manor before jumping herself. The last thing each of them saw was the reflection of their struggling and gasping bodies in the large silver mirror that hung in that entryway.
    The Willow's Doll: The exact origins of the doll are uncertain but the last owners, the Willow family, discovered it along the side of the road near their home. The doll is expertly made, with a smiling face and a body stuffed with soft feathers.
    Sir Vincent's Portrait: Sir Vincent was a rich, arrogant, aristocrat who had great pride in his appearance and was known to be hot-headed about a disfiguring burn scar on his neck. Anyone who pointed it out would be shouted at, or even attacked if he was in a foul mood. When it came time to do his portrait he hired only the best in the land, but demanded that the scar be left out. Fabelli, the painter, refused the demand because he painted his subjects as he saw them. Sir Vincent was so furious at the sight of his scar in the portrait that he attacked Fabelli on the spot, grabbing a small stone bust in his anger and repeatedly beating Fabelli over the head with it. As he died, Fabelli left a single bloody handprint in the bottom corner of the portrait, his last words too gargled with blood for anyone to hear them. Sir Vincent simply ordered that the scar and handprint be painted over before anyone could hang it in the ballroom, paying off all witnesses to his crime.

  4. #1204
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    Terrors of Obsidian Apocalypse: Haunts

    Terrors of Obsidian Apocalypse: Haunts
    Bell Tower: A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened...
    Creeping Ectoplasm: ?
    Dead Tree: The dead tree is a haunted leftover of a garden, an orchard, or a last patch of a forest—a single dead tree standing amid a barren landscape.
    Doors to Damnation: A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.
    Devouring Mists: A pack of ghouls ambushed and devoured a group of people when they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living.
    Forbidden Library: Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life.
    Hangman's Jig: A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room.
    Heart of Embers: Cinders of a dead fire elemental slowly smolder until roused into a short burst of mindless rage against living beings.
    Hungry Grave: A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others.
    Last Dance: A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation.
    Lessons of the Past: This was a place of teaching, where a respected sage told didactic stories to children and youngsters.
    Master's Admonition: A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things.
    Memory of the Late Mistress: A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.
    Might Over Magic: A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him.
    Quarry of the Endless Toil: This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil.
    Screams of a Forlorn Mother: Screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child.
    Swordsman Betrayed: Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger.
    Touch of Hunger: The denizens of this dwelling starved to death. Their last thoughts were focused on the door to the empty pantry, which to their deluded minds appeared filled with supplies.
    Warlock's Doom: This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.

  5. #1205
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    The Book of Many Things Volume 2: Shattered Worlds

    The Book of Many Things Volume 2: Shattered Worlds
    Soulrent Reborn: Soulrent reborn are raised into unlife by the champions of death from Volwryn.

    Undead: Sun-Dead feat.
    Lich: ?
    Mummy: ?
    Ghost: ?

    Sun-Dead (Elf)
    Your destroyed lifeforce continues on, driven by an undead craving.
    Prerequisite: Sun-Drained, Con 11, Cha 13, character level
    11th, elf.
    Benefit: You become an undead creature. You have no Constitution score and use your Charisma to calculate your hit points, Fortitude saves, and any special ability that relies on Constitution. You gain Darkvision out to 60 feet, all undead traits, immunities, and weaknesses.

  6. #1206
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    The Deluxe Guide to Fiend Summoning and Faustian Bargains

    The Deluxe Guide to Fiend Summoning and Faustian Bargains
    Shaldifos, Vine's Mount: ?
    Murmur: ?

    Ghost: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.
    Lich: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.
    Vampire: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.

    Hammer of the Unworthy: Belial wields a powerful specific weapon called the hammer of the unworthy. The hammer of the unworthy is a +5 warhammer that, upon a successful critical hit, causes the target to gain 1d6 negative levels. After 24 hours, the affected creature must succeed on a Fortitude save (DC 24) or the negative levels become permanent. Any creature suffering from one of these negative levels when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. The undead creature obeys the wielder’s commands as though it were affected by the spell control undead, except that the effect is permanent. This weapon can only be wielded by the fiend Belial, and in the hands of any other creature it merely functions as a +5 warhammer.

  7. #1207
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    The Spellweaver PFRPG Edition

    The Spellweaver PFRPG Edition
    Weavehaunt: Any humanoid creature drained to 0 Intelligence by a Weave haunt has its spirit bound to the Weave as a Weave haunt.
    A Weave haunt is an incorporeal creature typically created when a spellweaver is slain due to his extreme failure to successfully wield the Weave’s magic. At the time of death, the connection to the Weave drew the spellweaver’s spirit into itself and infused it with its own energies, capturing the spirit at the moment of painful death and forever entangling the lost soul in the Weave’s threads. Being slain by strand grubs can also lead to the victim becoming a Weave haunt.
    A victim that is reduced to zero remaining spell slots or no remaining daily spellweaves from strand grub infestation must attempt an additional DC 17 Will save per minute this situation remains. Failure means the creature dies, causing the grubs to once again pour out of its body. Furthermore, unless the corpse is destroyed (or raised or the like) before the passing of 24 hours, the victim will become a weave haunt at the end of that time.

  8. #1208
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    Tome of Adventure Design

    Tome of Adventure Design
    Pathfinder/Swords and Wizardry
    Ghost Shipwreck: ?
    Undead Giant Crab Carapace: ?

    Undead: In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things.

    Table 2-64: Basic Types of Undead Creatures
    Die Roll
    Undead Type
    01-04
    Corporeal, genius, non-reproductive
    05-08
    Corporeal, genius, reproduces through prey
    09-12
    Corporeal, non-intelligent, non-reproductive
    13-16
    Corporeal, non-intelligent, reproduces through prey
    17-20
    Corporeal, semi-intelligent, non-reproductive
    21-24
    Corporeal, semi-intelligent, reproduces through prey
    25-28
    Incorporeal, genius, non-reproductive
    29-32
    Incorporeal, genius, reproduces through prey
    33-36
    Incorporeal, non-intelligent, non-reproductive
    37-40
    Incorporeal, non-intelligent, reproduces through prey
    41-44
    Incorporeal, semi-intelligent, non-reproductive
    45-48
    Incorporeal, semi-intelligent, reproduces through prey
    49-52
    Non-human corporeal, intelligent, non-reproductive
    53-56
    Non-human, corporeal, intelligent, contagious Undeath
    57-60
    Non-human, corporeal, non-intelligent, contagious Undeath
    61-64
    Non-human, corporeal, non-intelligent, non-reproductive
    65-68
    Non-human, corporeal, semi-intelligent, contagious Undeath
    69-72
    Non-human, corporeal, semi-intelligent, non-reproductive
    73-76
    Non-human, incorporeal, intelligent, contagious Undeath
    77-80
    Semi-corporeal, genius, non-reproductive
    81-84
    Semi-corporeal, genius, reproduces through prey
    85-88
    Semi-corporeal, non-intelligent, non-reproductive
    89-92
    Semi-corporeal, non-intelligent, reproduces through prey
    93-96
    Semi-corporeal, semi-intelligent, non-reproductive
    97-00
    Semi-corporeal, semi-intelligent, reproduces through prey
    Table 2-65: Causes of Intelligent Undeath
    Die Roll
    Cause of Intelligent Undeath
    01-10
    Cursed by enemy
    11-20
    Cursed by gods
    21-30
    Disease such as vampirism
    31-40
    Prepared by others for Undeath, at or before death (unwillingly)
    41-50
    Prepared by others for Undeath, at or before death (willingly)
    51-60
    Prepared self for Undeath, during life
    61-70
    Rejected from underworld for some reason
    71-80
    Returned partially by actions of others
    81-90
    Returned to gain vengeance for own killing
    91-00
    Returned to guard location or item important to self during life
    Table 2-66: Preparations for Intelligent Undeath
    Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.
    Die Roll
    Preparation
    01-10
    Actions are taken to ensure that a god will curse the soul with intelligent undeath
    11-20
    Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
    21-30
    Living body parts incorporated into corpse keep it “alive”
    31-40
    New soul brought into dead body
    41-50
    Pact with gods/powers of afterlife to reject soul
    51-60
    Physical preparation raises body with echo of former intelligence
    61-70
    Physical preparation raises body with full former intelligence
    71-80
    Ritual binds soul to a place
    81-90
    Soul captured by ritual, kept in the wrong plane of existence
    91-00
    Soul captured in item to prevent completion of the death cycle
    Table 2-67: Breaks in the Life Cycle
    As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.
    Die Roll
    Nature of the Break (d100)
    01
    Deliberately cursed at death by others for actions during lifetime
    02
    Died after committing crime: Arson
    03
    Died after committing crime: Assault
    04
    Died after committing crime: Bankruptcy
    05
    Died after committing crime: Battery
    06
    Died after committing crime: Begging
    07
    Died after committing crime: Blackmail
    08
    Died after committing crime: Blasphemy
    09
    Died after committing crime: Breach of contract
    10
    Died after committing crime: Breach of financial duty
    11
    Died after committing crime: Breaking and entering
    12
    Died after committing crime: Bribery
    13
    Died after committing crime: Burglary
    14
    Died after committing crime: Cattle theft or rustling
    15
    Died after committing crime: Consorting with demons
    16
    Died after committing crime: Counterfeiting
    17
    Died after committing crime: Cowardice or desertion
    18
    Died after committing crime: Demonic possession
    19
    Died after committing crime: Desecration
    20
    Died after committing crime: Disrespect to clergy
    21
    Died after committing crime: Disrespect to nobility
    22
    Died after committing crime: Drug possession
    23
    Died after committing crime: Drug smuggling
    24
    Died after committing crime: Drunkenness
    25
    Died after committing crime: Embezzlement
    26
    Died after committing crime: Escaped slave
    27
    Died after committing crime: Extortion
    28
    Died after committing crime: False imprisonment
    29
    Died after committing crime: Fleeing crime scene
    Die Roll
    Nature of the Break (d100)
    30
    Died after committing crime: Forgery
    31
    Died after committing crime: Forsaking an oath
    32
    Died after committing crime: Gambling
    33
    Died after committing crime: Grave robbery
    34
    Died after committing crime: Harboring a criminal
    35
    Died after committing crime: Harboring a slave
    36
    Died after committing crime: Heresy
    37
    Died after committing crime: Horse theft
    38
    Died after committing crime: Incest
    39
    Died after committing crime: Inciting to riot
    40
    Died after committing crime: Insanity
    41
    Died after committing crime: Kidnapping
    42
    Died after committing crime: Lewdness, private
    43
    Died after committing crime: Lewdness, public
    44
    Died after committing crime: Libel
    45
    Died after committing crime: Manslaughter
    46
    Died after committing crime: Misuse of public funds
    47
    Died after committing crime: Murder
    48
    Died after committing crime: Mutiny
    49
    Died after committing crime: Necromancy
    50
    Died after committing crime: Participating in forbidden meeting
    51
    Died after committing crime: Perjury
    52
    Died after committing crime: Pickpocket
    53
    Died after committing crime: Piracy
    54
    Died after committing crime: Poisoning
    55
    Died after committing crime: Possession of forbidden weapon
    56
    Died after committing crime: Prison escape
    57
    Died after committing crime: Prostitution

    Die Roll
    Nature of the Break (d100)
    58
    Died after committing crime: Public recklessness
    59
    Died after committing crime: Racketeering
    60
    Died after committing crime: Rape
    61
    Died after committing crime: Receiving stolen goods (fencing)
    62
    Died after committing crime: Robbery
    63
    Died after committing crime: Sabotage
    64
    Died after committing crime: Sale of shoddy goods
    65
    Died after committing crime: Sedition
    66
    Died after committing crime: Slander
    67
    Died after committing crime: Smuggling
    68
    Died after committing crime: Soliciting
    69
    Died after committing crime: Swindling
    70
    Died after committing crime: Theft
    71
    Died after committing crime: Treason
    72
    Died after committing crime: Trespass
    73
    Died after committing crime: Using false measures
    74
    Died after committing crime: Witchcraft
    75
    Died after violating taboo: dietary
    76
    Died after violating taboo: loyalty
    77
    Died after violating taboo: marriage
    78
    Died after violating taboo: sexual
    Die Roll
    Nature of the Break (d100)
    79
    Died as a glutton
    80
    Died as a miser
    81
    Died as coward
    82
    Died deliberately
    83
    Died unloved and unmourned
    84
    Died while a slave
    85
    Died while owning slaves
    86
    Died without children
    87
    Died without dying (I don’t know, but it sounds good)
    88
    Died without fulfilling contract
    89
    Died without fulfilling oath
    90
    Died without honor (marriage or parenthood)
    91
    Died without honor (traitor)
    92
    Died without manhood/womanhood rites
    93
    Died without marrying
    94
    Died without proper preparations for death
    95
    Died without properly honoring ancestors
    96
    Died without tribal initiation
    97
    Eaten after death
    98
    Not buried/burned
    99
    Not given proper death ceremonies
    100
    Not given proper preparations for afterlife
    Table 2-68: Manner of Death
    The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).

    Die Roll
    Manner of Death
    01
    Burned in fire
    02
    Burned in lava
    03
    Cooked and eaten
    04
    Crushed
    05
    Defeated in dishonorable combat
    06
    Defeated in honorable combat
    07
    Died during a storm
    08
    Died during harvest time
    09
    Died during peacetime
    10
    Died in a swamp
    11
    Died in particular ancient ruins
    12
    Died in the hills
    13
    Died in the mountains
    14
    Died near particular type of flower
    15
    Died near particular type of tree
    16
    Died of disease
    17
    Died of fright
    18
    Died of natural causes
    19
    Died of thirst
    20
    Died while carrying particular weapon
    Die Roll
    Manner of Death
    21
    Died while carrying stolen goods
    22
    Died while wearing particular garment
    23
    Died while wearing particular piece of jewelry
    24
    Drowned
    25
    Executed by asphyxiation
    26
    Executed by cold
    27
    Executed by drowning
    28
    Executed by exposure to elements
    29
    Executed by fire
    30
    Executed by hanging
    31
    Executed by live burial
    32
    Executed by starvation
    33
    Executed by strangulation
    34
    Executed by thirst
    35
    Executed despite having been pardoned
    36
    Fell from great height
    37
    Frozen/hypothermia
    38
    Heart failure
    39
    In the saddle
    40
    Killed by a creature that injects eggs

    Die Roll
    Manner of Death
    41
    Killed by a deception
    42
    Killed by a jealous spouse
    43
    Killed by a jester
    44
    Killed by a lover
    45
    Killed by a lynch mob
    46
    Killed by a traitor
    47
    Killed by a trap
    48
    Killed by accident
    49
    Killed by ancient curse
    50
    Killed by birds
    51
    Killed by blood poisoning
    52
    Killed by demon
    53
    Killed by dogs/jackals
    54
    Killed by gluttony
    55
    Killed by insect(s)
    56
    Killed by inter-dimensional creature
    57
    Killed by magic
    58
    Killed by magic weapon
    59
    Killed by metal
    60
    Killed by mistake
    61
    Killed by own child
    62
    Killed by own parent
    63
    Killed by particular type of person
    64
    Killed by poisonous fungus
    65
    Killed by poisonous plant
    66
    Killed by pride
    67
    Killed by priest
    68
    Killed by relative
    69
    Killed by soldiers during battle
    70
    Killed by some particular monster
    71
    Killed by strange aliens
    Die Roll
    Manner of Death
    72
    Killed by undead
    73
    Killed by wine or drunkenness
    74
    Killed by wooden object
    75
    Killed for a particular reason
    76
    Killed in a castle
    77
    Killed in a particular place
    78
    Killed in a tavern
    79
    Killed in particular ritual
    80
    Killed in tournament or joust
    81
    Killed near a particular thing
    82
    Killed on particular day of year
    83
    Killed under a particular zodiacal sign (i.e., a particular month or time)
    84
    Killed under moonlight
    85
    Killed underground
    86
    Killed while exploring
    87
    Killed while fishing
    88
    Killed while fleeing
    89
    Killed while hunting
    90
    Killed while leading others badly
    91
    Killed while leading others well
    92
    Murdered
    93
    Sacrificed to a demon
    94
    Sacrificed to a god
    95
    Sacrificed to ancient horror
    96
    Starved to death
    97
    Strangled
    98
    Struck by lightning
    99
    Struck down by gods
    100
    Tortured to death

    Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.
    Zombie: Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie).
    Individual Curse Death Magic.
    Ghoul: ?
    Skeleton: ?
    Ghost: ?
    Vampire: ?
    Wraith: Individual Curse Death Magic.

    Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)
    Last edited by Voadam; Saturday, 22nd June, 2019 at 06:25 AM.

  9. #1209
    Member
    Enchanter (Lvl 12)



    Join Date
    Jan 2002
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    Treasure of NeoExodus: Claw of Xon

    Treasure of NeoExodus: Claw of Xon
    Shadow: This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living.
    Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on.

    Claw of Zon
    DESCRIPTION AND CONSTRUCTION
    A Claw of Xon is a terrifying weapon to behold. The weapon’s grip is a plain iron chain flecked with blood and ending in a large metal loop. The head is a smooth and heavy iron ball with four-inch spikes jutting out at regular intervals. A trio of wailing ghostly figures swirl and dance about the head, casting a pale green light over the entire weapon.
    Aura strong necromancy and transmutation; CL 15th
    Slot none; Price 96,015 gp; Weight 10 lbs.
    DESCRIPTION
    This +1 wounding blood iron heavy flail is constantly swarming with spectral images of screaming faces. The tortured screams that emanate from the weapon make stealth impossible for the wielder and cause any creature within 30 ft. of the weapon except the wielder to become shaken. A creature slain by a Claw of Xon has its soul torn from its body and imprisoned within the weapon, up to 3 souls may be imprisoned in this manner. As a standard action, up to three times per day, the wielder of a Claw of Xon can force a soul out of the weapon and control it. The soul has the same stats as a shadow and appears in a square adjacent to the wielder. A creature whose soul is contained within the weapon is not able to be restored to life, even by clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the weapon can a trapped soul be set free.
    CONSTRUCTION
    Requirements Craft Magic Arms and Armor, bleed, cause fear, create greater undead, trap the soul; Cost 48,708 gp

  10. #1210
    Member
    Enchanter (Lvl 12)



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    Jan 2002
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    Two Dozen Dangers: Curses

    Two Dozen Dangers: Curses
    Ghoul: A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul.

    NECROMANCER’S LETHARGY
    Necromancy is the study of the dead, and of the black negative light that animates them. Prolonged exposure to necromantic radiations can have debilitating effects on the body, and all veteran necromancers watch themselves carefully for the first signs of this curse, which always begin with muscular weakness and palsy in the hands.
    Type curse; Save Will DC 22 negates
    Frequency 1/day
    Effect The target suffers 1d4 Dexterity damage per day. A target reduced to 0 Dexterity by this curse suffocates, and returns to unlife as a ghoul.

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