Special Conversion Thread: Moldvay's Undead

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Updated.

OK, so we're going with carving a symbol (fear, persuasion, or pain) spell?

Greater command as SLA?

Animate 1-4 golems now that we've increased the HD?
 

Yes, Yes, and I'd say 2 golems plus 1 more per 2 HD advanced. Otherwise, I think the CR will probably go off. What do you think?

Should we get to work on the curse table?
 

Sounds good.

Combat: Like a normal mummy, a ka possesses supernatural strength that lets its blows do more than normal damage. Instead of a rotting disease, however, a successful hit by a ka imparts a curse upon the victim. DMs may make up their own curses or may use the following table (roll 1d20; all curses last until removed):

1-3: Ill luck. All future rolls for the cursed individual are -l on a roll of 1, -2 on a roll of 2, or -3 on a roll of 3.
4-7: Withering touch. An arm or leg withers and becomes useless. (4 = right arm, 5 = left arm, 6 = right leg, 7 = left leg; loss of a leg reduces movement by 3).
8-11: Mutation. A body part becomes mutated to some other form (8 = a leg, 9 = torso, 10 = an arm, 11 = head).
12-14: Alteration. An attribute chosen at random is lowered by -1.
15-18: Death wish. Extra damage is received in subsequent attacks. (15 = +1, 16 = +2, 17 = +3, 18 = double damage).
19-20: Cursed item. One magical item, chosen at random, loses its benefits on a 19 (as per cancellation). On a 20, the item actually becomes cursed (use the closest appropriate cursed item from the Treasure Tables; hence a sword +3 would become a cursed sword -2).

Ill luck should probably be a profane penalty to all ability checks, skill checks, saving throws, and attack rolls.

Withering touch should simply mimic the wither limb spell.

Alteration should probably deal ability drain to a random ability.
 

The Tombraider's Curse (Su): Any time a ka makes a successful slam attack, its victim must make a DC X Will (?) save or suffer a curse. Many who tried to raid a ka's tomb have suffered this grievous fate. This curse may only be removed by X spells. The curse is determined randomly by rolling on the following table:

Curse Table (1d8)
1: Ill luck. The victim takes a -2 luck penalty to all ability checks, skill checks, saving throws, and attack rolls.
2: Withering Touch. As wither limb, someone fill this in!
3: Disfigurement. The victim is horribly scarred and takes a -4 competence penalty to all Charisma-based skill checks.
4: Mutation. The victim's limbs take on characteristics of a different type of limb (for example, an elbow transforms into a knee, etc), so the victim takes a -4 competence penalty to all Dexterity-based skill checks.
5: Death Wish. The victim inexplicably moves into attacks and takes a -2 profane penalty to AC.
6: Dimwittedness. The victim's mind becomes incredibly slow and foggy, so the victim takes a -4 insight penalty to all Intelligence-based skill checks.
7: ?
8: ?
 

2. Withering Touch: The ka chooses to wither either the arms or the legs of the victim. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. A withered limb can be restored to normal by a successful dispel magic from a spellcaster with a caster level greater than the ka's.

7. Plagued by Vermin: The victim is constantly assaulted by tiny, biting and stinging insects. Spellcasting or concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. Additionally, creatures of the vermin type gain a +2 bonus on skill checks against the victim, and always attempt to attack the victim before any others in an encounter.
 

Do you want to take the line "A withered limb can be restored to normal by a successful dispel magic from a spellcaster with a caster level greater than the ka's" to apply to all of the curses?

8. Shrinking: The victim is instantly reduced to 1/12 height (as the effect of a rod of wonder or the reduce person spell).

Do all these seem balanced? I wondered if 3, 4, and 6 were too tough.
 

They seem fair to me. Now, how to get rid of these curses? Remove curse? Break enchantment? A mere dispel magic?

Demiurge out.
 

How about same as mummy rot?

"To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell)... "
 


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