Special Conversion Thread: Moldvay's Undead

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I guess we should work on the whips next. Should the whips be magic items, or should the magic abilities be associated with the keres (so that the whips become mundane if you get them)? Or some mix? What they need:

3 attacks per round
"luck damage"
aging
mummy rot

Maybe I'd suggest making the whips +1 weapons on their own, but the special abilities above are inherent in the ker itself. What do you think?
 

I think the abilities should be inherent to the ker.

As for the scourges themselves, it doesn't sound like they have the multi-tailed version in mind. Do we want to just go with a standard whip and allow them the ability to attack thrice per round? Or borrow this from the earlier Dragon Magazine version of the scourge?

"Scourge: This three-tailed barbed whip allows the wielder to make three simultaneous attack rolls (at the same modifier) with each attack. Each attack roll is resolved separately."
 

I think the three attacks should also be inherent to the keres--if you pick one up, you use it like any other weapon (maybe a light flail, since scourges aren't SRD).

Demiurge out.
 

Here's an attempt:

Scourge of Keres (Su): Each ker wields a barbed whip, through which it can utilize several supernatural powers. In the hands of a non-ker, the scourge functions only as a masterwork whip/light flail. In the hands of a ker, it is treated as a +1 weapon and allows the ker to utilize additional powers.

First, the ker may make three attacks with the ker as a full attack action. It may make no other attacks in a round, regardless of the number of attacks it would normally be granted due to base attack bonus, feats, or spells (such as haste).

The first successful hit against a single target requires the victim to succeed on a DC X Will save or suffer bad luck for 3d10 minutes. This bad luck imparts a -1 to -4 luck penalty on attack rolls, saving throws, skill checks, and ability checks.

The second successful hit against a single target ages the victim 10d4 years unless it succeeds on a DC X Fortitude save. This effect is permanent, and can only be removed by a limited wish, wish, or miracle spell.

A third successful hit against a single target inflicts a supernatural disease upon the victim known as ker blight (Fortitude DC X, incubation period 1 minute; damage 1d6 Con and 1d6 Cha). Unlike normal diseases, ker blight continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Ker blight is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with ker blight must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate ker blight, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the ker blight can be magically cured as any normal disease.

An afflicted creature who dies of ker blight shrivels away into dust that blows away into nothing at the first wind.

The save DCs for all effects are Charisma-based.
 

Looks pretty good. The only change I'd make is to say that the luck penalty is 1d4. (Or we could peg it to -4, if we're feeling mean.)
 


Sure!

The permanent aging seems really, really harsh for a 9HD undead (which will probably end up being CR 8-10). My recommendation would be to make it a curse that lowers physical ability scores. The ruin chanter from MMV and the "touch of years" spell from Complete Mage could be used as models.

Demiurge out.
 

One thing that's always bugged me about 3e is the near-total removal of aging effects (and things like rejuvenation to counter them). That said, I can live with something akin to the ruin chanter's infirmity of body ability. I'm also fine with toning back the number of years aged, what it takes to reverse the aging, the duration, etc.

Thoughts?
 

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