Geoff Watson
First Post
Quickleaf said:Thanks, all!ECL 0 it is!
I was thinking something like 2 flasks per day...not sure. In the campaign world, they live near a sacred oasis lake whose waters act like holy water.
Not much of a limitation if they get free holy water.
They won't be able to travel far from their oasis. Not good adventurer material.
Thanks! Here are a couple ideas to offset that...
Embalming Fluid: This simple magical concoction, when applied to a corpse acts as a gentle repose spell cast at 6th level. It has the additional property of healing 2d4 hit points of damage when applied to a Maa-Kheru by someone with Knowledge (Religion) on a DC 15 check. A Maa-Kheru can only benefit from Embalming Fluid once a day. This is the only known method for healing a Maa-Kheru.
CL 6th; Brew Potion, gentle repose; Price 1,500 gp; Cost: 750 gold + 50 XP
That's an expensive potion of cure light wounds!
Why so expensive? An oil of gentle repose would only cost 300gp.
Weird. So the player has to make a 'bluff DM' skill check to use this for healing?Feat: Channel Negative Energy
When you are affected by an undead’s energy or ability drain powers you may attempt to channel the negative energy into either healing for yourself or to disrupt the undead’s existence.
Prerequisite: Maa-Kheru only.
Benefit: When an undead attempts to use its energy drain or ability drain power on you, make a character level check modified by your wisdom, opposed by the undead’s hit dice check modified by any turn resistance it possesses. If you succeed, the undead takes 1d6 damage for every negative energy level that would have been bestowed and/or 1d4 damage for every point of ability drain. If you fail, however, your normal racial defenses against such attacks are temporarily lowered for the purposes of this attack only. Alternatively, you may heal 1d6 damage per negative energy level, and/or 1d4 damage for every point of ability drain. Note, that Maa-Kheru who have tried to be intentionally drained that they may use this feat find that it does not function; apparently, you must perceive a real threat in order for the feat to work.
Scouring Sands
Necromancy
Level: 3
Target: One corpse, one undead, or 20 lbs./level of matter
Components: V, S, M, DF
Duration: Instantaneous
Range: Close (25 ft +5 ft/ 2 levels)
Casting Time: Standard action
Saving Throw: Fortitude for half
Spell Resistance: No
Sand creeps over the target, hastening its natural rate of decay. Unless a saving throw is made, all dead matter rapidly decays into fine dust indistinguishable from sand. Already rotted matter, such as dirt, is unaffected by this spell. Anything that is arguably still living (a person turned to stone, freshly hewed wood, or a dying creature) or never was living (stone, metal, or water) is unaffected.
Against a corporeal undead opponent with some remnant of flesh (i.e. not skeletons), this spell inflicts 2d6 + 1 hp/level. On a successful save, the undead takes half damage. Against one of the Maa-Kheru (Unliving), this spell is also effective as an offensive measure, inflicting damage as above, though it has the added effect of a neutralize poison and remove disease spell as well. When an allied spellcaster uses it on a Maa-Kheru, the caster may opt to “pull the punch” (so to speak) and simply inflict 2d6 damage (not the extra +1/level).
Material Component: A scarab fashioned out of baked dung.
Also weird. What classes can cast this?
Is it supposed to be a 'heal maa-kheru' spell that can do other things?
Not worth the effort of researching. There are plenty of more efficient anti-undead spells, and why not use neutralise poison or remove disease for maa-kheru?
Overall, I think the race is silly (yet another not-really-undead race); they can't really adventure (need to stay at their holy oasis), need allies who know their ways (gifts of neith), can't heal, etc.
What is your purpose for creating them?
Geoff.
PS: Is the Gifts of Neith anything to do with Edena of Neith?