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PC wants to become undead
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<blockquote data-quote="Quickleaf" data-source="post: 8464309" data-attributes="member: 20323"><p>I'm currently running an Egyptian-esque D&D campaign and two of my players are undead.</p><p></p><p>Basically, I made it a feat that had to be taken at character creation. So either you played a variant human OR you rolled 3d6 in order for ability scores (which in my homebrew gives you a boon, one of which might be a bonus feat at character creation).</p><p></p><p><strong>Undead (feat) </strong></p><p><em>Prerequisite: Must be taken at character creation </em></p><p>You were returned as undead through a ritual, gaining the following benefits:</p><p><em>• </em>You are immune to poison damage and the poisoned condition.</p><p><em>• </em>You don’t require air, food, drink, or sleep.</p><p><em>• </em>You have darkvision 60 feet.</p><p><em>• </em>Your type is undead, meaning most healing magic doesn't work on you and you can be affected by Turn Undead. Potions of healing, for example, don't work on you – but there is embalming fluid which acts as a baseline potion of healing. See the UNDEAD IMMUNITIES & SUSCEPTIBILITIES table.</p><p></p><p>The immunities & susceptibilities is something I worked up for this particular campaign (attached as image file).</p><p></p><p>It's been really interesting. We've had scenes where being undead worked amazingly in their favor (resisting a poison water trap) and also really hindered them (undead harmed in a particular sanctified area), and some crazy Turn Undead shenanigans (I ruled the cleric is exempt from their own Turn Undead). It introduces not only a really interesting mechanical twist but also a narrative one – we have an undead PC who lost everything and is suffering amnesia in a ghul-bargain with his heart in a canopic jar, and another who is tied to aristocracy with extensive surviving family and the result of "faulty" mummifcation and a poison plot. Good times.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8464309, member: 20323"] I'm currently running an Egyptian-esque D&D campaign and two of my players are undead. Basically, I made it a feat that had to be taken at character creation. So either you played a variant human OR you rolled 3d6 in order for ability scores (which in my homebrew gives you a boon, one of which might be a bonus feat at character creation). [B]Undead (feat) [/B] [I]Prerequisite: Must be taken at character creation [/I] You were returned as undead through a ritual, gaining the following benefits: [I]• [/I]You are immune to poison damage and the poisoned condition. [I]• [/I]You don’t require air, food, drink, or sleep. [I]• [/I]You have darkvision 60 feet. [I]• [/I]Your type is undead, meaning most healing magic doesn't work on you and you can be affected by Turn Undead. Potions of healing, for example, don't work on you – but there is embalming fluid which acts as a baseline potion of healing. See the UNDEAD IMMUNITIES & SUSCEPTIBILITIES table. The immunities & susceptibilities is something I worked up for this particular campaign (attached as image file). It's been really interesting. We've had scenes where being undead worked amazingly in their favor (resisting a poison water trap) and also really hindered them (undead harmed in a particular sanctified area), and some crazy Turn Undead shenanigans (I ruled the cleric is exempt from their own Turn Undead). It introduces not only a really interesting mechanical twist but also a narrative one – we have an undead PC who lost everything and is suffering amnesia in a ghul-bargain with his heart in a canopic jar, and another who is tied to aristocracy with extensive surviving family and the result of "faulty" mummifcation and a poison plot. Good times. [/QUOTE]
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