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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Making it easier to return from the dead
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<blockquote data-quote="Jack Simth" data-source="post: 2833592" data-attributes="member: 29252"><p>Another option: remove them, then change the nature of death. Dead isn't <em>dead</em> it's stuck on another plane with no equipment (no spellbook, no spell components pouch, et cetera) and with your entire daily allotment of spells stripped from you until you can rest/prepare spells. The people in charge of whatever afterlife plane the formerly living happens to land on don't like it when their newfound "friends" leave. Getting out on one's own is very tricky, and can only be done by the most advanced spellcasters (have to find someplace to rest up, prepare spells, and Gate out - little else will do, unless you can find a spell components pouch with focuses for the prime material or some such.... assuming you don't rely on a spellbook). A Cleric can fetch you at the same time they get Raise Dead (Plane Shift is Cleric-5), but they still need to find you somehow (hope they studied well enough to tell what plane your soul will wind up on; someone who fakes their personality and religion is in deep dodo). Once back on the Prime Material, you can retrieve equipment and continue on as normal, none the worse for wear... assuming nothing too terribly bad happend while you were out, and nobody wants you back....</p><p></p><p>With this house-rule variant, regardless of level, dead can be Dead, as one might not make the appropriet check to note the deceased's alignment, true religion, and where that means for retrieving a fallen ally. Requires study. No loss of level. Spawns new adventures. TPK's are recoverable without <em>dues ex machina</em> (sp?) dream scenarios. Death is quite bothersome. A might more work for the DM, though....</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2833592, member: 29252"] Another option: remove them, then change the nature of death. Dead isn't [i]dead[/i] it's stuck on another plane with no equipment (no spellbook, no spell components pouch, et cetera) and with your entire daily allotment of spells stripped from you until you can rest/prepare spells. The people in charge of whatever afterlife plane the formerly living happens to land on don't like it when their newfound "friends" leave. Getting out on one's own is very tricky, and can only be done by the most advanced spellcasters (have to find someplace to rest up, prepare spells, and Gate out - little else will do, unless you can find a spell components pouch with focuses for the prime material or some such.... assuming you don't rely on a spellbook). A Cleric can fetch you at the same time they get Raise Dead (Plane Shift is Cleric-5), but they still need to find you somehow (hope they studied well enough to tell what plane your soul will wind up on; someone who fakes their personality and religion is in deep dodo). Once back on the Prime Material, you can retrieve equipment and continue on as normal, none the worse for wear... assuming nothing too terribly bad happend while you were out, and nobody wants you back.... With this house-rule variant, regardless of level, dead can be Dead, as one might not make the appropriet check to note the deceased's alignment, true religion, and where that means for retrieving a fallen ally. Requires study. No loss of level. Spawns new adventures. TPK's are recoverable without [i]dues ex machina[/i] (sp?) dream scenarios. Death is quite bothersome. A might more work for the DM, though.... [/QUOTE]
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Making it easier to return from the dead
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