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*Pathfinder & Starfinder
Undead Apocalypse - How to handle clerics and paladins?
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<blockquote data-quote="paradox42" data-source="post: 5768716" data-attributes="member: 29746"><p>If it's a true apocalypse, then maybe that means fundamental laws of the universe are changing. That was the approach used by WotC in the 3.5 <em>Elder Evils</em> book; the entity Atropus causes an undead apocalypse upon the world it visits. As it approaches, the power of its negative energy field messes with the way magic works, according to "Signs" of its approach:</p><p></p><p><strong>Faint:</strong> Necromancy spells and SLAs are +2 caster level, and any living creature that dies for any reason has a 20% chance to spontaneously animate as a Zombie 1d4 rounds after death.</p><p><strong>Moderate:</strong> The chance of spontaneous animation is 40% instead of 20%. The entire world is effectively under a <em>Desecrate</em> spell: an area under <em>Consecrate</em> is not blessed as it would normally be, but instead is just no longer desecrated.</p><p><strong>Strong:</strong> Spontaneous animation happens 80% of the time. Creatures that died long before the apocalypse also begin to spontaneously animate. The entire world is effectively under <em>Unhallow</em>, which can be removed/suppressed (as above) by casting <em>Hallow</em>. All Healing spells require the caster to make a Spellcraft check (DC 20 + spell level) or the spell fails to work.</p><p><strong>Overwhelming:</strong> Spontaneous animation is automatic; 100% of living creatures that die animate on their own 1d4 rounds later. All previously dead creatures animate as skeletons or zombies. All Undead gain +2 hit points per HD, and gain Turn Resistance according to HD total (1-7 = +1, 8-15 = +2, etc.). Turn Resistance was the 3.5 version of Channel Resistance of course, but the correspondence isn't one-to-one, so that would need to be tweaked for PF.</p><p></p><p>The "Overwhelming Sign" is of course what's happening when the entity Atropus is about to crash into the world and destroy it utterly, at the climax of the implied campaign that comes with it.</p><p></p><p>Every entity/Elder Evil in that book has a similar series of "Signs" associated with it to ratchet up the tension as the campaign progresses; depending on what sort of campaign you want you may use that idea as-is, pick one Sign you like and keep it on constantly, or just discard the whole notion and do something else. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I merely post to present the option.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5768716, member: 29746"] If it's a true apocalypse, then maybe that means fundamental laws of the universe are changing. That was the approach used by WotC in the 3.5 [I]Elder Evils[/I] book; the entity Atropus causes an undead apocalypse upon the world it visits. As it approaches, the power of its negative energy field messes with the way magic works, according to "Signs" of its approach: [B]Faint:[/B] Necromancy spells and SLAs are +2 caster level, and any living creature that dies for any reason has a 20% chance to spontaneously animate as a Zombie 1d4 rounds after death. [B]Moderate:[/B] The chance of spontaneous animation is 40% instead of 20%. The entire world is effectively under a [I]Desecrate[/I] spell: an area under [I]Consecrate[/I] is not blessed as it would normally be, but instead is just no longer desecrated. [B]Strong:[/B] Spontaneous animation happens 80% of the time. Creatures that died long before the apocalypse also begin to spontaneously animate. The entire world is effectively under [I]Unhallow[/I], which can be removed/suppressed (as above) by casting [I]Hallow[/I]. All Healing spells require the caster to make a Spellcraft check (DC 20 + spell level) or the spell fails to work. [B]Overwhelming:[/B] Spontaneous animation is automatic; 100% of living creatures that die animate on their own 1d4 rounds later. All previously dead creatures animate as skeletons or zombies. All Undead gain +2 hit points per HD, and gain Turn Resistance according to HD total (1-7 = +1, 8-15 = +2, etc.). Turn Resistance was the 3.5 version of Channel Resistance of course, but the correspondence isn't one-to-one, so that would need to be tweaked for PF. The "Overwhelming Sign" is of course what's happening when the entity Atropus is about to crash into the world and destroy it utterly, at the climax of the implied campaign that comes with it. Every entity/Elder Evil in that book has a similar series of "Signs" associated with it to ratchet up the tension as the campaign progresses; depending on what sort of campaign you want you may use that idea as-is, pick one Sign you like and keep it on constantly, or just discard the whole notion and do something else. :) I merely post to present the option. [/QUOTE]
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