Help me with my player's PC!

catsclaw227

First Post
I am DMing the Savage Tide AP and will be introducing a new PC into the fold. You can check my sig to see what we already have (though currently, the Beguiler and the Cleric are NPCs).

He is a veteran D&D player, and though he doesn't have all the books, I do pretty much have all the WOTC books as well as many 3rd party books.

He wants to play a caster either arcane or divine, wanted it to be undead or undead-like with a curse (but not evil), wrapped in cloths -- he made a vague reference to WoW and I don't play it so I have no idea what he is talking about. I don't really want him to be undead because I have a feeling that it won't work well in my game, unless there is a really cool idea around it.

I was thinking a warlock or binder style class (or maybe a dragon adept or something).

He will start at 4th level, so a LA +1 or +2 race would be OK.

The player likes somewhat power mad PCs, but his PC should blend well with the current party. They are generally doing "good" things and are of the heroic variety.

Any thoughts? Ideas? You can suggest anything you can think of, but if you make reference to 3rd party book, let me know what it is.
 

log in or register to remove this ad

catsclaw227 said:
Any thoughts? Ideas? You can suggest anything you can think of, but if you make reference to 3rd party book, let me know what it is.

What I did in my campaign when presented with a similar character concept proposal: take the warforged racial stats, change the flavor from construct to undead and you're most of the way there.

Remove the composite plating armor bonus, etc. Retain the light fortification. Remove the (wis?) penalty, keep the cha penalty (net being +2 con/-2 cha). Keep the 1/2 healing from conjuration (healing) effects, add 50% reduction in negative energy damage taken (balanced against the fact that there are no spells that are a full-effectiveness heals for them, unless they take tomb-tainted soul). Affected by spells that operate on undead instead of constructs; not subject to turning or rebuking.

So on and so forth. Fits pretty well in the end.
 

Sejs said:
What I did in my campaign when presented with a similar character concept proposal: take the warforged racial stats, change the flavor from construct to undead and you're most of the way there.

Remove the composite plating armor bonus, etc. Retain the light fortification. Remove the (wis?) penalty, keep the cha penalty (net being +2 con/-2 cha). Keep the 1/2 healing from conjuration (healing) effects, add 50% reduction in negative energy damage taken (balanced against the fact that there are no spells that are a full-effectiveness heals for them, unless they take tomb-tainted soul). Affected by spells that operate on undead instead of constructs; not subject to turning or rebuking.

So on and so forth. Fits pretty well in the end.

This sounds pretty good. Do you have this written up somewhere with complete stats? How did the play do with this "race"?

I could see something neat with this this...
 

Check out Libris Mortis. There's a template for making intelligent undead PCs: Necropolitan, page 114-5.

Basically change type to undead, gain augmented subtype. Change all hit dice to d12s. Remove Con. Gain +2 turn resistance, +2 will against Control undead, heal normally like non-undead except heal skill has no effect and inflict-style and cure-style spells have flipped results. No LA, but you lose a level + 1000 XP.

You can change it as per rule zero.

However, the Warforged variant sound pretty cool too. I'll offer that up at an appropriate time in my campaign.
 


There's a new race in the second Hordes of the Abyss book. It's not technically undead, but the schtick is basically "repented at the last possible moment and returned to life to prove his worth." I'm not sure I like it as a race -- it sounds more like either a template or a class -- but then I didn't buy the book so it's not for me to worry about.

Necropolitan is good too. I believe there is a +1 LA race from an issue of Dragon called the... Grave Touched? It's listed in the "list of races" pdf from Crystal Keep.

My first thought when you said he wanted a curse was the Hexblade, but it's only vaguely a caster and can be underpowered depending on the game, so you might be better served to look at one of the other suggestions, like the Warlock. Or he could build a sorcerer around the idea of "cursing" his opponents. Through careful feat and spell selection, and the use of the various alternate class abilities and substitution levels, you can get a lot of different flavours from that class.
 

Basic gravelorn writeup.

Gravelorn are beings brought back to a pale imitation of life by means of the Ritual of the Empty Tomb. They can originally be of any race, but upon their rebirth exchange all racial features and modifiers from their initial race for those of the gravelorn.


* Living Dead Subtype: Gravelorn retain their original creature type and subtype(s) in addition to gaining the Living Dead subtype. Creatures with the Living Dead subtype exist on the border between life and death, and as such differ from other living beings in certain fundamental ways:

-Immune to Poison, Disease, Sleep effects, Paralysis, Nausea, Fatigue, Exhaustion, the Sickened condition, and Energy Drain. A gravelorn's physiology no longer functions in the normal way, if at all, and as such the woes of the body fail to have any significant effect on them.

-Gravelorn cannot heal naturally on their own. Being attended to by someone (including the gravelorn themself) with the Profession (Taxidermist) or Profession (Embalmer) skill allows them to recover hit points identical to a warforged being repaired via an appropriate craft check (8 hours, hp recovered equal to check result -15, minimum 0. Can take 10 on the check but not 20).

-Gravelorn respond slightly differently from other living creatures when reduced to 0 hit points. At 0hp they are disabled (as normal) but strenuous activity does not risk further injury. When his hit points are less than 0 and more than -10, a gravelorn is unconscious and helpless, and cannot perform any actions. However, an inert gravelorn does not lose any additional hit points unless more damage is dealt to him, as with a living creature that is stable.

-As living dead, gravelorn can be affected by spells that target living creatures as those that target the undead. A gravelorn could be controlled by a Control Undead spell, held immoble by Halt Undead, and bolstered by being within a Desecrated area. Due to their tenuous grasp on life, spells from the healing subschool and supernatural abilities that cure hit point or ability damage provide only half their normal benefit to a gravelorn. However, by the same token they only take half damage from negative energy effects, such as an Inflict Light Wounds spell or the touch of a Shadow.

-If killed and subsequently returned to life by means of Raise Dead, Resurrection, True Resurrection, a gravelorn returns as a fully living member of their original race. If returned via Reincarnation, they return as a living member of the appropriate creature type to when they were living (that is - use the humanoid reincarnate table if originally humanoid, etc). Only another performance of the Ritual of the Empty Tomb or an appropriately worded Wish or Miracle can restore a destroyed gravelorn to their semi-living state. If returned to true life, the character may be subject to level loss depending on the spell used. If returned to living death as a gravelorn, no level loss is incurred but the price of the method used must still be paid.

-Gravelorn do not need to eat, drink, sleep, or breathe, though they can still ingest food and pantomime breathing if they make the effort. Gravelorn can still benefit from consumable spells or magic items such as a Heroes Feast or potions. As they are incapable of sleep, certain effects that require such a state do no function in regard of a gravelorn. Gravelorn spellcasters still require the normal 8 hours of restful calm to regain their spells.

-Gravelorn are essentially immortal in that they will never die of old age, though with time their bodies will degenerate somewhat. A gravelorn hits middle age at 200 years, old age at 400 years and venerable at 1000. Gravelorn have no maximum lifespan.

* +2 Constitution, -2 Charisma. Gravelorn are durable, but their condition alienates them from others. A gravelorn's ability to empathize and relate is ... stunted.

* Size and speed appropriate to whatever their original race was, usually medium with a 30' base speed. Small gravelorn suffer a -2 penalty to strength, recieve the standard adjustments for being small, and have a base speed of 20'. (DM note: if this is being abused, feel free to slap on LA as appropriate)

* Light Fortification: when subject to a critical hit or sneak attack, a gravelorn has a 25% chance to ignore any extra damage incurred. They arn't using most of those organs anyway.

* A gravelorn has a natural weapon in the form of a slam attack that deals 1d4 points of damage (at size medium).

* Automagic languages: appropriate for the gravelorn's original race.

* Favored class: appropriate for the gravelorn's original race.



Note on feats: Being semi-undead, gravelorn qualify for certain feats normally unavailable to the living, and interract with others in a slightly different fashion. Of note -

(Tomb-Tainted Soul): a gravelorn with Tomb-Tainted Soul gains the normal benefits of the feat, that is to say positive energy now harms them, and negative energy heals them without the normal 50% reduction to either applying.

(Various Monsterous Feats): a gravelorn is considered undead (and having a Con of --, if needed) for the purpose of meeting the prerequisites of such feats. For example, a gravelorn with a 13+ charisma could take the Lifesense feat if they so desired.

(Warforged-analogous Feats): several warforged racial feats have gravelorn analogues. Improved Fortification (100% fortification but can no longer be healed; Tomb Tainted Soul heavily recomended), Improved Resiliency (immune to non-lethal damage but cannot benefit from regeneration or fast healing), Jaws of Death (gain a 1d6 bite as a secondary natural attack) and Second Slam (...gain a second slam). At the DMs option, an undead-version of Construct Lock might also be available.
 
Last edited:

Going through the list of Wotc classes, the following stick out:

  • Archivist (HoH) - Dread Secret, a signature ability, allows Archivist's to make their enemies weaker by telling their allies their faults. Full caster, and very open list (via their spell aquisition methods)
  • Dread Necromancer (HoH) - eventually become a lich for free; works with the undead shtick. Full caster, but limitedspell list.
  • Hexblade (ComWar) - Curses enemies as a signature ability; minor caster, mainly a tank.
  • Spirit Shaman (ComDiv) - works with spirits, ie the undead. Full caster, but flavour is a bit off (more woodsy)
  • Truenamer (ToM) - uses creatures Truenames to harm them; kinda like cursing them. Haven't looked too closely at this class, but sounds close to what you want.
I'd go with Archivist, Hexblade or Truenamer, personally, and choose a pseudo-undead race to top it off.

PrCs:
Dread Witch - curses enemies, and can even make fear immune creatures become afraid.
I'm sure there's more.


The Warforged solution is a decent approach, as is Necropoltian. Choose one or the other, or combind the two into something more appropriate.

cheers,
--N
 

Sejs said:
Gravelorn are beings brought back to a pale imitation of life by means of the Ritual of the Empty Tomb. They can originally be of any race, but upon their rebirth exchange all racial features and modifiers from their initial race for those of the gravelorn.

This is nice Sejs. And am I safe in assuming that this is a +0 LA race?

Nyaricus said:
  • Archivist (HoH) - Dread Secret, a signature ability, allows Archivist's to make their enemies weaker by telling their allies their faults. Full caster, and very open list (via their spell aquisition methods)
  • Dread Necromancer (HoH) - eventually become a lich for free; works with the undead shtick. Full caster, but limitedspell list.
  • Hexblade (ComWar) - Curses enemies as a signature ability; minor caster, mainly a tank.
  • Spirit Shaman (ComDiv) - works with spirits, ie the undead. Full caster, but flavour is a bit off (more woodsy)
  • Truenamer (ToM) - uses creatures Truenames to harm them; kinda like cursing them. Haven't looked too closely at this class, but sounds close to what you want.

He doesn't want to be evil, so I am not sure if the dread necromancer will work for him -- but this is without reading the class. He wants to be tragic, maybe cursed with his undeadness. I'll get more info from him tomorrow about it.

I think I may try to turn him on to some of the Tome of Magic classes, who knows. I like the Archivist idea too.
 


Pets & Sidekicks

Remove ads

Top