Filby
First Post
Oh, huzzah! The conversions begin again!!!
I'm for making them aberrations with half-undead traits from Dragon #313. For ease of reference, if that's what you'd like to do...
Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a half-undead's death, it will rise as a full undead creature of its undead progenitor's kind. (I think this would be left out as they're not created by an undead creature.)
Darkvision (Ex): A half-undead gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the greater range. (Yep, aberration traits already give it darkvision 60 ft.)
Detection (Ex): Half-undead register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A half-undead counts as half its HD for the purposes of aura strength.
Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a half-undead wears magic armor with any form of fortification quality, use the better percentage value.
Immunity to Energy Drain (Ex): A half-undead is immune to energy drain attacks.
Necrotic Life (Ex): Even on a failed save, a half-undead suffers only half damage from spells or effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a half-undead suffers no damage.
Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate. (We wouldn't need to note this.)
Turn Kind (Ex): A half-undead cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster undead creatures of its ancestral kind. (Once again, they have no ancestral kind, so there's no need to point this out.)
Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit with a flask.
Vulnerability to Turning (Ex): Any turning attempt targeting the half-undead that would turn or rebuke an undead of the half-undead's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the half-undead attacks the half-undead. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a half-undead for 2d4 rounds.
Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school.
I'm for making them aberrations with half-undead traits from Dragon #313. For ease of reference, if that's what you'd like to do...
Call of Undeath (Ex): There is a 3% chance per Hit Die that, upon a half-undead's death, it will rise as a full undead creature of its undead progenitor's kind. (I think this would be left out as they're not created by an undead creature.)
Darkvision (Ex): A half-undead gains darkvision with a range of 60 feet. If the base creature already had darkvision, use the greater range. (Yep, aberration traits already give it darkvision 60 ft.)
Detection (Ex): Half-undead register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A half-undead counts as half its HD for the purposes of aura strength.
Fortification (Ex): When a critical hit or sneak attack is scored on the half-undead, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. If a half-undead wears magic armor with any form of fortification quality, use the better percentage value.
Immunity to Energy Drain (Ex): A half-undead is immune to energy drain attacks.
Necrotic Life (Ex): Even on a failed save, a half-undead suffers only half damage from spells or effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a half-undead suffers no damage.
Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one-fourth of the base creature's normal rate. (We wouldn't need to note this.)
Turn Kind (Ex): A half-undead cleric gains a +2 bonus on checks made to turn, rebuke, command, or bolster undead creatures of its ancestral kind. (Once again, they have no ancestral kind, so there's no need to point this out.)
Vulnerability to Holy Water (Ex): Holy water scalds the flesh of a half-undead, dealing 1d4 points of damage per direct hit with a flask.
Vulnerability to Turning (Ex): Any turning attempt targeting the half-undead that would turn or rebuke an undead of the half-undead's HD imposes a -4 penalty on the half-undead's attacks, saves, skill checks, and ability checks. This effect lasts for 10 rounds or until the creature that turned or rebuked the half-undead attacks the half-undead. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns a half-undead for 2d4 rounds.
Saves: A half-undead creature gains a +2 racial bonus on saves against fear, poison, disease, paralysis, and spells from the necromancy school.
Last edited: