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<blockquote data-quote="Quickleaf" data-source="post: 1872261" data-attributes="member: 20323"><p>Thanks, all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ECL 0 it is!</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Thanks! Here are a couple ideas to offset that...</p><p></p><p><strong>Embalming Fluid:</strong> 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.</p><p>CL 6th; Brew Potion, gentle repose; Price 600 gp; Cost: 300 gold + 50 XP</p><p></p><p><strong>Feat: Channel Negative Energy</strong></p><p>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.</p><p>Prerequisite: Maa-Kheru only.</p><p>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. This ability does not work against allied undead you have summoned or control.</p><p></p><p><strong>Scouring Sands </strong> </p><p>Necromancy</p><p>Level: 3 </p><p>Target: One corpse, one undead, or 20 lbs./level of matter</p><p>Components: V, S, M, DF </p><p>Duration: Instantaneous</p><p>Range: Close (25 ft +5 ft/ 2 levels) </p><p>Casting Time: Standard action </p><p>Saving Throw: Fortitude for half</p><p>Spell Resistance: No</p><p>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.</p><p>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).</p><p>Material Component: A scarab fashioned out of baked dung.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1872261, member: 20323"] 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. Thanks! Here are a couple ideas to offset that... [B]Embalming Fluid:[/B] 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 600 gp; Cost: 300 gold + 50 XP [B]Feat: Channel Negative Energy[/B] 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. This ability does not work against allied undead you have summoned or control. [B]Scouring Sands [/B] 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. [/QUOTE]
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