LordVyreth
First Post
I have a house rule that transforms resurrection into a skill check using a new skill, Knowledge (afterlife.) I need opinions on it, and also some ideas for a revision I plan on making. I know I have to make some changes, because it's far too easy to get the good results, especially with a cleric with maxed out skill points and using the best spell. I also am dealing with a druid in the party for the first time, and need suggestions on how to handle reincarnation based on this table. Horrid Retrieval, by the way, is a cheap and desperate 3rd level raise dead spell, that brings the target back at a stable -9 hit points, and rarely works anyway, as this table suggests.
Resurrection Rules
Base Rules: To make a Raise dead, check, make a skill check for Knowledge(afterlife.) You CAN NOT take 10 or 20 on this check. The roll is then modified further as listed below.
-5 penalty if casting Horrid Retrieval.
+5 bonus if casting Resurrection.
+10 bonus if casting True Resurrection.
+2 bonus if the cleric casting the spell was previously killed.
-5 penalty for each time the character being raised has been raised before.
Final Number Result
Less than 0 Character comes back as evil vampire/ghost.
0 Character comes back as evil specter.
3 Character comes back as evil wight/shadow.
5 Character comes back as evil ghoul.
7 Character comes back as zombie/skeleton, under control of the caster.
9 Character comes back as construct, under control of the caster.
10 Attempt fails. Another attempt can be made 24 hours later, but the –5 penalty for previous raise attempts is added.
11 Character comes back with complete alignment change.
13 Character comes back with permanent –2 on all ability scores.
15 Character comes back with a ghost.
17 Character comes back with permanent –4 on one random ability score.
19 Character comes back with a specter.
21 Character comes back with a split personality. An opposite-alignment personality emerges at random times.
22 Character comes back with 1 lost level.
24 Character comes back with permanent –2 on one random ability score.
26 Character comes back with 1-step alignment change in random direction.
28 Character comes back with wraith.
30 Character comes back with allip.
31 Character comes back with some weakness based on how he/she died.
32 Character comes back with some phobia based on how he/she died.
34 Character comes back as non-evil vampire. (-2 levels.)
36 Character comes back with template based on how they died (-2 levels.)
38 Character comes back with template based on their alignment (-2 levels.)
39 Character comes back as super-vampire, with no vampiric weaknesses! (-3 levels.)
40 Character comes back with no penalty at all!
42 Character comes back with some defense based on how he/she died.
44 Character comes back with some power based on how he/she died.
50 and above Character comes back with template (roll on table again, but roll 1d6 and add 33,) but with no level loss at all!
Casting a raise spell on consecrated/hallowed ground is risky. On one hand, it
prevents the player from coming back as or with undead. On the other hand, if the player would come back with a relatively minor undead that the party can defeat easily anyway, the attempt still fails, resulting in a penalty on all later rolls! Thus, raising in hallowed/consecrated grounds is safer for low levels, but not really worth it for high levels.
Resurrection Rules
Base Rules: To make a Raise dead, check, make a skill check for Knowledge(afterlife.) You CAN NOT take 10 or 20 on this check. The roll is then modified further as listed below.
-5 penalty if casting Horrid Retrieval.
+5 bonus if casting Resurrection.
+10 bonus if casting True Resurrection.
+2 bonus if the cleric casting the spell was previously killed.
-5 penalty for each time the character being raised has been raised before.
Final Number Result
Less than 0 Character comes back as evil vampire/ghost.
0 Character comes back as evil specter.
3 Character comes back as evil wight/shadow.
5 Character comes back as evil ghoul.
7 Character comes back as zombie/skeleton, under control of the caster.
9 Character comes back as construct, under control of the caster.
10 Attempt fails. Another attempt can be made 24 hours later, but the –5 penalty for previous raise attempts is added.
11 Character comes back with complete alignment change.
13 Character comes back with permanent –2 on all ability scores.
15 Character comes back with a ghost.
17 Character comes back with permanent –4 on one random ability score.
19 Character comes back with a specter.
21 Character comes back with a split personality. An opposite-alignment personality emerges at random times.
22 Character comes back with 1 lost level.
24 Character comes back with permanent –2 on one random ability score.
26 Character comes back with 1-step alignment change in random direction.
28 Character comes back with wraith.
30 Character comes back with allip.
31 Character comes back with some weakness based on how he/she died.
32 Character comes back with some phobia based on how he/she died.
34 Character comes back as non-evil vampire. (-2 levels.)
36 Character comes back with template based on how they died (-2 levels.)
38 Character comes back with template based on their alignment (-2 levels.)
39 Character comes back as super-vampire, with no vampiric weaknesses! (-3 levels.)
40 Character comes back with no penalty at all!
42 Character comes back with some defense based on how he/she died.
44 Character comes back with some power based on how he/she died.
50 and above Character comes back with template (roll on table again, but roll 1d6 and add 33,) but with no level loss at all!
Casting a raise spell on consecrated/hallowed ground is risky. On one hand, it
prevents the player from coming back as or with undead. On the other hand, if the player would come back with a relatively minor undead that the party can defeat easily anyway, the attempt still fails, resulting in a penalty on all later rolls! Thus, raising in hallowed/consecrated grounds is safer for low levels, but not really worth it for high levels.