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Undead Origins

Voadam

Adventurer
Shadows Over Vathak: Hauntlings – Enhanced Racial Guide

Shadows Over Vathak: Hauntlings – Enhanced Racial Guide
Skeleton: Release From Flesh spell.

Release From Flesh
School necromancy [evil]; Level cleric 5, shaman 5, witch 5
Casting Time 1 round
Components V, S, M/DF (the heart of a humanoid creature)
Range touch
Target one living creature
Duration 1 round/level (D)
Saving Throw Fortitude negates, see below;
Spell Resistance yes
You cause a living target’s flesh to rot off its body. Each round at the start of the creature’s turn, until it makes a successful Fortitude save, it takes 1d4+1 points of Constitution damage. A creature dies under the effects of the spell is transformed into a skeleton under your control. This skeleton counts towards the total amount of Hit Dice of undead you can control with spells like animate undead. If the skeleton exceeds the total amount of Hit Dice of undead you can control, it crumbles to dust.
 

Voadam

Adventurer
Shadows Over Vathak Ina'oth Gamemaster's Guide

Shadows Over Vathak Ina'oth Gamemaster's Guide
Ghost Aging special attack: The ghost died either young or very old.
Ghost Drowning special attack: The ghost died drowning, either accidently or as a result of murder.
Ghost Elemental Body special attack: The ghost died through painful exposure to one of the following elements—acid, cold, electricity, or fire.
Ghost Firestarter special attack: The ghost died tragically in a fire.
Ghoul Variant: Most Vathakian ghouls are of the standard variety, however, the presence of the Old Ones invariably causes mutations.
Ghoul Corpse Loved: One of the strangest variant ghouls is the corpse bride or corpse groom. While most ghouls arise from cannibalistic impulses, these ghouls result from their loved ones excessively pining over them, feeding the corpse as though their lover still lived.
Ghoul Dark Rider: ?
Shroud Mummy: Ancient rituals, alternately attributed to the Nosferatu Kings and bhriota shamans, seek to preserve the body and the mind after death. Rare oils anoint the subject and an enchanted funerary shroud protects them from the degradations of time. Although, properly executed, the rites should result in a mummy that retains or even increases its mortal intelligence, most subjects become lesser shroud mummies.

Incorporeal Undead: The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.
Ghost: The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.
Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death.
Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment.
Ghoul: Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever.
As citizens turn to cannibalism, new ghouls are born even within the safest walls.
Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth.
The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak.
Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers.
Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls.
Cursed disease.
Zombie: Cursed disease.
Ghast: Cursed disease.
Shadow: Cursed disease.
Wight: Cursed disease.
Wraith: Cursed disease.

Cursed: Dark powers are at work in Vathak and the dead do not rest easy. Cursed diseases cannot be removed through magical means unless the victim is first treated with remove curse (with a DC equal to the disease’s Fortitude save DC). Creatures that succumb to a cursed disease arise within 24 hours as the following type of undead (unless the disease already spawns an undead such as ghoul fever).
d6 Undead Type
1 Zombie
2 Ghoul
3 Ghast
4 Shadow
5 Wight
6 Wraith
 

Voadam

Adventurer
Sidebar 6 - 5 Haunted Items

Sidebar 6 - 5 Haunted Items
Royal Blood Diamond: Greedy, spoiled, and covetous, the Princess Gelledona was not a person to be denied what she demanded. Already extremely rich, she owned an impressive collection of jewels, gems, and precious things when she spotted the Royal Blue diamond worn by a visiting princess from a far off realm. The diamond was the largest she had ever seen, set into a magnificent necklace of silver and surrounded by dark sapphires. The blue glow that came from the diamond was enchanting, and Princess Gelledona did all she could to convince the foreign princess to give it to her. After all the offers of money, land, and other fine jewels were rejected, Gelledona paid the visiting princess’s own guards kill her for it. Savage in their work, the princess died clutching the diamond after being stabbed repeatably. Princess Gelledona was able to have her own staff clean up the mess after she secretly claimed the diamond for herself, her diplomats putting the blame on another nation already at war with the dead princess’s realm.
The Busty Maid Stool: Ballis Yellowtusk was a deadly highwayman and local outlaw. He was caught at his favorite tavern, the Busty Maid, eating a fine meal at his regular spot at the bar. He went quietly when the soldiers came, not putting up a fight as they carried him away, nor while he was sentenced to hang for his crimes. His last request was to have the stool from his favorite spot in the Busty Maid be the thing he stood on for his hanging. Before the stool was pulled from his feet he smiled and promised to haunt anyone who would sit in his spot at the tavern. He grinned as the stool was yanked out from under him, and kept grinning even after he was long dead.
Hardnook Plantation Mirror: The Hardnook family was one of the wealthiest plantation owners in their area. Unfortunately Vande, the head of the family, was a cruel man and abused all of the slaves and workers who worked for him. Angry at his actions and riled by an accident that killed a young child, the slaves eventually revolted and the family was forced to barricade themselves in the plantation manor. After three nights waiting for help Vande was fatally wounded and his wife, Seadora, grew insane from the constantly shouted threats and attacks. In her crazed delirium, she tied nooses around her husband’s neck, her neck, and the neck of each of her children. Then she threw each one over the banister in the entryway of the manor before jumping herself. The last thing each of them saw was the reflection of their struggling and gasping bodies in the large silver mirror that hung in that entryway.
The Willow's Doll: The exact origins of the doll are uncertain but the last owners, the Willow family, discovered it along the side of the road near their home. The doll is expertly made, with a smiling face and a body stuffed with soft feathers.
Sir Vincent's Portrait: Sir Vincent was a rich, arrogant, aristocrat who had great pride in his appearance and was known to be hot-headed about a disfiguring burn scar on his neck. Anyone who pointed it out would be shouted at, or even attacked if he was in a foul mood. When it came time to do his portrait he hired only the best in the land, but demanded that the scar be left out. Fabelli, the painter, refused the demand because he painted his subjects as he saw them. Sir Vincent was so furious at the sight of his scar in the portrait that he attacked Fabelli on the spot, grabbing a small stone bust in his anger and repeatedly beating Fabelli over the head with it. As he died, Fabelli left a single bloody handprint in the bottom corner of the portrait, his last words too gargled with blood for anyone to hear them. Sir Vincent simply ordered that the scar and handprint be painted over before anyone could hang it in the ballroom, paying off all witnesses to his crime.
 

Voadam

Adventurer
Terrors of Obsidian Apocalypse: Haunts

Terrors of Obsidian Apocalypse: Haunts
Bell Tower: A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened...
Creeping Ectoplasm: ?
Dead Tree: The dead tree is a haunted leftover of a garden, an orchard, or a last patch of a forest—a single dead tree standing amid a barren landscape.
Doors to Damnation: A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.
Devouring Mists: A pack of ghouls ambushed and devoured a group of people when they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living.
Forbidden Library: Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life.
Hangman's Jig: A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room.
Heart of Embers: Cinders of a dead fire elemental slowly smolder until roused into a short burst of mindless rage against living beings.
Hungry Grave: A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others.
Last Dance: A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation.
Lessons of the Past: This was a place of teaching, where a respected sage told didactic stories to children and youngsters.
Master's Admonition: A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things.
Memory of the Late Mistress: A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.
Might Over Magic: A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him.
Quarry of the Endless Toil: This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil.
Screams of a Forlorn Mother: Screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child.
Swordsman Betrayed: Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger.
Touch of Hunger: The denizens of this dwelling starved to death. Their last thoughts were focused on the door to the empty pantry, which to their deluded minds appeared filled with supplies.
Warlock's Doom: This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.
 

Voadam

Adventurer
The Book of Many Things Volume 2: Shattered Worlds

The Book of Many Things Volume 2: Shattered Worlds
Soulrent Reborn: Soulrent reborn are raised into unlife by the champions of death from Volwryn.

Undead: Sun-Dead feat.
Lich: ?
Mummy: ?
Ghost: ?

Sun-Dead (Elf)
Your destroyed lifeforce continues on, driven by an undead craving.
Prerequisite: Sun-Drained, Con 11, Cha 13, character level
11th, elf.
Benefit: You become an undead creature. You have no Constitution score and use your Charisma to calculate your hit points, Fortitude saves, and any special ability that relies on Constitution. You gain Darkvision out to 60 feet, all undead traits, immunities, and weaknesses.
 

Voadam

Adventurer
The Deluxe Guide to Fiend Summoning and Faustian Bargains

The Deluxe Guide to Fiend Summoning and Faustian Bargains
Shaldifos, Vine's Mount: ?
Murmur: ?

Ghost: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.
Lich: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.
Vampire: Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.

Hammer of the Unworthy: Belial wields a powerful specific weapon called the hammer of the unworthy. The hammer of the unworthy is a +5 warhammer that, upon a successful critical hit, causes the target to gain 1d6 negative levels. After 24 hours, the affected creature must succeed on a Fortitude save (DC 24) or the negative levels become permanent. Any creature suffering from one of these negative levels when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. The undead creature obeys the wielder’s commands as though it were affected by the spell control undead, except that the effect is permanent. This weapon can only be wielded by the fiend Belial, and in the hands of any other creature it merely functions as a +5 warhammer.
 

Voadam

Adventurer
The Spellweaver PFRPG Edition

The Spellweaver PFRPG Edition
Weavehaunt: Any humanoid creature drained to 0 Intelligence by a Weave haunt has its spirit bound to the Weave as a Weave haunt.
A Weave haunt is an incorporeal creature typically created when a spellweaver is slain due to his extreme failure to successfully wield the Weave’s magic. At the time of death, the connection to the Weave drew the spellweaver’s spirit into itself and infused it with its own energies, capturing the spirit at the moment of painful death and forever entangling the lost soul in the Weave’s threads. Being slain by strand grubs can also lead to the victim becoming a Weave haunt.
A victim that is reduced to zero remaining spell slots or no remaining daily spellweaves from strand grub infestation must attempt an additional DC 17 Will save per minute this situation remains. Failure means the creature dies, causing the grubs to once again pour out of its body. Furthermore, unless the corpse is destroyed (or raised or the like) before the passing of 24 hours, the victim will become a weave haunt at the end of that time.
 

Voadam

Adventurer
Tome of Adventure Design

Tome of Adventure Design
Pathfinder/Swords and Wizardry
Ghost Shipwreck: ?
Undead Giant Crab Carapace: ?

Undead: In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things.

Table 2-64: Basic Types of Undead Creatures
Die Roll
Undead Type
01-04
Corporeal, genius, non-reproductive
05-08
Corporeal, genius, reproduces through prey
09-12
Corporeal, non-intelligent, non-reproductive
13-16
Corporeal, non-intelligent, reproduces through prey
17-20
Corporeal, semi-intelligent, non-reproductive
21-24
Corporeal, semi-intelligent, reproduces through prey
25-28
Incorporeal, genius, non-reproductive
29-32
Incorporeal, genius, reproduces through prey
33-36
Incorporeal, non-intelligent, non-reproductive
37-40
Incorporeal, non-intelligent, reproduces through prey
41-44
Incorporeal, semi-intelligent, non-reproductive
45-48
Incorporeal, semi-intelligent, reproduces through prey
49-52
Non-human corporeal, intelligent, non-reproductive
53-56
Non-human, corporeal, intelligent, contagious Undeath
57-60
Non-human, corporeal, non-intelligent, contagious Undeath
61-64
Non-human, corporeal, non-intelligent, non-reproductive
65-68
Non-human, corporeal, semi-intelligent, contagious Undeath
69-72
Non-human, corporeal, semi-intelligent, non-reproductive
73-76
Non-human, incorporeal, intelligent, contagious Undeath
77-80
Semi-corporeal, genius, non-reproductive
81-84
Semi-corporeal, genius, reproduces through prey
85-88
Semi-corporeal, non-intelligent, non-reproductive
89-92
Semi-corporeal, non-intelligent, reproduces through prey
93-96
Semi-corporeal, semi-intelligent, non-reproductive
97-00
Semi-corporeal, semi-intelligent, reproduces through prey
Table 2-65: Causes of Intelligent Undeath
Die Roll
Cause of Intelligent Undeath
01-10
Cursed by enemy
11-20
Cursed by gods
21-30
Disease such as vampirism
31-40
Prepared by others for Undeath, at or before death (unwillingly)
41-50
Prepared by others for Undeath, at or before death (willingly)
51-60
Prepared self for Undeath, during life
61-70
Rejected from underworld for some reason
71-80
Returned partially by actions of others
81-90
Returned to gain vengeance for own killing
91-00
Returned to guard location or item important to self during life
Table 2-66: Preparations for Intelligent Undeath
Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.
Die Roll
Preparation
01-10
Actions are taken to ensure that a god will curse the soul with intelligent undeath
11-20
Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
21-30
Living body parts incorporated into corpse keep it “alive”
31-40
New soul brought into dead body
41-50
Pact with gods/powers of afterlife to reject soul
51-60
Physical preparation raises body with echo of former intelligence
61-70
Physical preparation raises body with full former intelligence
71-80
Ritual binds soul to a place
81-90
Soul captured by ritual, kept in the wrong plane of existence
91-00
Soul captured in item to prevent completion of the death cycle
Table 2-67: Breaks in the Life Cycle
As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.
Die Roll
Nature of the Break (d100)
01
Deliberately cursed at death by others for actions during lifetime
02
Died after committing crime: Arson
03
Died after committing crime: Assault
04
Died after committing crime: Bankruptcy
05
Died after committing crime: Battery
06
Died after committing crime: Begging
07
Died after committing crime: Blackmail
08
Died after committing crime: Blasphemy
09
Died after committing crime: Breach of contract
10
Died after committing crime: Breach of financial duty
11
Died after committing crime: Breaking and entering
12
Died after committing crime: Bribery
13
Died after committing crime: Burglary
14
Died after committing crime: Cattle theft or rustling
15
Died after committing crime: Consorting with demons
16
Died after committing crime: Counterfeiting
17
Died after committing crime: Cowardice or desertion
18
Died after committing crime: Demonic possession
19
Died after committing crime: Desecration
20
Died after committing crime: Disrespect to clergy
21
Died after committing crime: Disrespect to nobility
22
Died after committing crime: Drug possession
23
Died after committing crime: Drug smuggling
24
Died after committing crime: Drunkenness
25
Died after committing crime: Embezzlement
26
Died after committing crime: Escaped slave
27
Died after committing crime: Extortion
28
Died after committing crime: False imprisonment
29
Died after committing crime: Fleeing crime scene
Die Roll
Nature of the Break (d100)
30
Died after committing crime: Forgery
31
Died after committing crime: Forsaking an oath
32
Died after committing crime: Gambling
33
Died after committing crime: Grave robbery
34
Died after committing crime: Harboring a criminal
35
Died after committing crime: Harboring a slave
36
Died after committing crime: Heresy
37
Died after committing crime: Horse theft
38
Died after committing crime: Incest
39
Died after committing crime: Inciting to riot
40
Died after committing crime: Insanity
41
Died after committing crime: Kidnapping
42
Died after committing crime: Lewdness, private
43
Died after committing crime: Lewdness, public
44
Died after committing crime: Libel
45
Died after committing crime: Manslaughter
46
Died after committing crime: Misuse of public funds
47
Died after committing crime: Murder
48
Died after committing crime: Mutiny
49
Died after committing crime: Necromancy
50
Died after committing crime: Participating in forbidden meeting
51
Died after committing crime: Perjury
52
Died after committing crime: Pickpocket
53
Died after committing crime: Piracy
54
Died after committing crime: Poisoning
55
Died after committing crime: Possession of forbidden weapon
56
Died after committing crime: Prison escape
57
Died after committing crime: Prostitution

Die Roll
Nature of the Break (d100)
58
Died after committing crime: Public recklessness
59
Died after committing crime: Racketeering
60
Died after committing crime: Rape
61
Died after committing crime: Receiving stolen goods (fencing)
62
Died after committing crime: Robbery
63
Died after committing crime: Sabotage
64
Died after committing crime: Sale of shoddy goods
65
Died after committing crime: Sedition
66
Died after committing crime: Slander
67
Died after committing crime: Smuggling
68
Died after committing crime: Soliciting
69
Died after committing crime: Swindling
70
Died after committing crime: Theft
71
Died after committing crime: Treason
72
Died after committing crime: Trespass
73
Died after committing crime: Using false measures
74
Died after committing crime: Witchcraft
75
Died after violating taboo: dietary
76
Died after violating taboo: loyalty
77
Died after violating taboo: marriage
78
Died after violating taboo: sexual
Die Roll
Nature of the Break (d100)
79
Died as a glutton
80
Died as a miser
81
Died as coward
82
Died deliberately
83
Died unloved and unmourned
84
Died while a slave
85
Died while owning slaves
86
Died without children
87
Died without dying (I don’t know, but it sounds good)
88
Died without fulfilling contract
89
Died without fulfilling oath
90
Died without honor (marriage or parenthood)
91
Died without honor (traitor)
92
Died without manhood/womanhood rites
93
Died without marrying
94
Died without proper preparations for death
95
Died without properly honoring ancestors
96
Died without tribal initiation
97
Eaten after death
98
Not buried/burned
99
Not given proper death ceremonies
100
Not given proper preparations for afterlife
Table 2-68: Manner of Death
The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).

Die Roll
Manner of Death
01
Burned in fire
02
Burned in lava
03
Cooked and eaten
04
Crushed
05
Defeated in dishonorable combat
06
Defeated in honorable combat
07
Died during a storm
08
Died during harvest time
09
Died during peacetime
10
Died in a swamp
11
Died in particular ancient ruins
12
Died in the hills
13
Died in the mountains
14
Died near particular type of flower
15
Died near particular type of tree
16
Died of disease
17
Died of fright
18
Died of natural causes
19
Died of thirst
20
Died while carrying particular weapon
Die Roll
Manner of Death
21
Died while carrying stolen goods
22
Died while wearing particular garment
23
Died while wearing particular piece of jewelry
24
Drowned
25
Executed by asphyxiation
26
Executed by cold
27
Executed by drowning
28
Executed by exposure to elements
29
Executed by fire
30
Executed by hanging
31
Executed by live burial
32
Executed by starvation
33
Executed by strangulation
34
Executed by thirst
35
Executed despite having been pardoned
36
Fell from great height
37
Frozen/hypothermia
38
Heart failure
39
In the saddle
40
Killed by a creature that injects eggs

Die Roll
Manner of Death
41
Killed by a deception
42
Killed by a jealous spouse
43
Killed by a jester
44
Killed by a lover
45
Killed by a lynch mob
46
Killed by a traitor
47
Killed by a trap
48
Killed by accident
49
Killed by ancient curse
50
Killed by birds
51
Killed by blood poisoning
52
Killed by demon
53
Killed by dogs/jackals
54
Killed by gluttony
55
Killed by insect(s)
56
Killed by inter-dimensional creature
57
Killed by magic
58
Killed by magic weapon
59
Killed by metal
60
Killed by mistake
61
Killed by own child
62
Killed by own parent
63
Killed by particular type of person
64
Killed by poisonous fungus
65
Killed by poisonous plant
66
Killed by pride
67
Killed by priest
68
Killed by relative
69
Killed by soldiers during battle
70
Killed by some particular monster
71
Killed by strange aliens
Die Roll
Manner of Death
72
Killed by undead
73
Killed by wine or drunkenness
74
Killed by wooden object
75
Killed for a particular reason
76
Killed in a castle
77
Killed in a particular place
78
Killed in a tavern
79
Killed in particular ritual
80
Killed in tournament or joust
81
Killed near a particular thing
82
Killed on particular day of year
83
Killed under a particular zodiacal sign (i.e., a particular month or time)
84
Killed under moonlight
85
Killed underground
86
Killed while exploring
87
Killed while fishing
88
Killed while fleeing
89
Killed while hunting
90
Killed while leading others badly
91
Killed while leading others well
92
Murdered
93
Sacrificed to a demon
94
Sacrificed to a god
95
Sacrificed to ancient horror
96
Starved to death
97
Strangled
98
Struck by lightning
99
Struck down by gods
100
Tortured to death

Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.
Zombie: Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie).
Individual Curse Death Magic.
Ghoul: ?
Skeleton: ?
Ghost: ?
Vampire: ?
Wraith: Individual Curse Death Magic.

Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)
 
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Voadam

Adventurer
Treasure of NeoExodus: Claw of Xon

Treasure of NeoExodus: Claw of Xon
Shadow: This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living.
Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on.

Claw of Zon
DESCRIPTION AND CONSTRUCTION
A Claw of Xon is a terrifying weapon to behold. The weapon’s grip is a plain iron chain flecked with blood and ending in a large metal loop. The head is a smooth and heavy iron ball with four-inch spikes jutting out at regular intervals. A trio of wailing ghostly figures swirl and dance about the head, casting a pale green light over the entire weapon.
Aura strong necromancy and transmutation; CL 15th
Slot none; Price 96,015 gp; Weight 10 lbs.
DESCRIPTION
This +1 wounding blood iron heavy flail is constantly swarming with spectral images of screaming faces. The tortured screams that emanate from the weapon make stealth impossible for the wielder and cause any creature within 30 ft. of the weapon except the wielder to become shaken. A creature slain by a Claw of Xon has its soul torn from its body and imprisoned within the weapon, up to 3 souls may be imprisoned in this manner. As a standard action, up to three times per day, the wielder of a Claw of Xon can force a soul out of the weapon and control it. The soul has the same stats as a shadow and appears in a square adjacent to the wielder. A creature whose soul is contained within the weapon is not able to be restored to life, even by clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the weapon can a trapped soul be set free.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed, cause fear, create greater undead, trap the soul; Cost 48,708 gp
 

Voadam

Adventurer
Two Dozen Dangers: Curses

Two Dozen Dangers: Curses
Ghoul: A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul.

NECROMANCER’S LETHARGY
Necromancy is the study of the dead, and of the black negative light that animates them. Prolonged exposure to necromantic radiations can have debilitating effects on the body, and all veteran necromancers watch themselves carefully for the first signs of this curse, which always begin with muscular weakness and palsy in the hands.
Type curse; Save Will DC 22 negates
Frequency 1/day
Effect The target suffers 1d4 Dexterity damage per day. A target reduced to 0 Dexterity by this curse suffocates, and returns to unlife as a ghoul.
 

Voadam

Adventurer
Two Dozen Dangers: Drugs

Two Dozen Dangers: Drugs
Undead: Ghostwater Drug creation.

Ghost Water (spirit water, life water)
Description: This drug appears as clean, clear water which reflects light in a dazzling manner. It is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. A user can extend their lifespan many years in a very short period with this drug, but it is easy to become addicted and withdrawal from the drug is a terrible thing.
Drug DC: 30
Primary Effect: A single dose of this drug extends the limit of each age category of the user by 1 year, as well as the user’s maximum age. Also, the user will not physically age for 1 year after taking a dose.
Secondary Effect: None.
Addiction: 2 doses are required to duplicate the effects of a single dose for an addicted creature.
Withdrawal: A creature suffering from withdrawal from ghost water feels constantly haunted by the souls which were sacrificed in order to extend its life. Strange but minor (and usually disturbing) events constantly happen around such a creature- blood appears on things it touches, screams are heard as it smiles, and so on. The creature must pass a Will save against the drug’s DC in order to gain a restful night’s sleep. Finally, if a creature finally breaks its addiction to ghost water, the work of the drug is undone: overnight, the creature ages a number of years equal to those granted by all of the doses of the drug they have taken in their life, from this addiction and past addictions. The creature’s lifespan remains extended, but this aging process brings it much closer to its death and can even kill a creature that has lived longer than its allotted time.
Cure: 1 year (365 days) of withdrawal
Price: 1,000 gp
 

Voadam

Adventurer
Two Dozen Dangers: Haunts

Two Dozen Dangers: Haunts
Arcane Rift: An arcane rift is not a true Haunt, in that no death caused its existence. Rather, an arcane rift is a flaw in the underlying structure of the universe, a place where the laws of magic and causality twist and die. Arcane rifts occur in places where great battles occurred, where dozens of warrior-mages unleashed their spells, where artifacts were forged, and where gods incarnated.
Baron Culver's Balcony: Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.
Bigot's Spire: In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.
When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.
Black Taskmaster: The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.
Boartooth's Righteous Rampage: When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.
Butcher's Hill: The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.
Camel's Graveyard: There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.
Cast Upon the Rocks: The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau.
Devil's Anvil: This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze.
Donovan's Kiln: Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.
Fatfinger's Last Dance: Terkin Fatfinger, brigand, rapist, counterfeiter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him.
Gremlin's Hovel: ?
Grigori Chair: The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.
Gut's Revenge: When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.
Judge Wargrave's Bench: Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.
Laughter Freezes: Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.
The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.
Mugglesant's Endless Anger: The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit.
Old Jonas' Critique: Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.
Purple Pig Tavern: The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar.
Rapist's Mile: This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.
Scribe Du Rayneil's Odd Bequest: The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library.
Stores of Goodwatch Keep: Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.
Surbicah the Apostate's Stone Pyre: Long ago, the druidess Surbicah renowned her faith and
accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.
Thirsting Gorge: Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.

Ghost: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Wraith: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Undead: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Haunt: When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..
Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.
 

Voadam

Adventurer
Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)

Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)
Skeleton Animal: Animate Vermin spell.
Necromancer's Touch spell.
Zombie Animal: Animate Vermin spell.
Necromancer's Touch spell.

Ghoul: Transform Dead spell.
Skeleton: Undead Crew spell.

Animate Vermin
Necromancy; Level: Clr 0,Sor/Wiz1; Components: V, S, M; Casting Time: 1 action; Range: Short (25 ft. + 5 ft/2 levels); Target: 1 animal corpse; Duration: 1 day/level; Saving Throw: None; Spell Resistance: No
This spell allows the caster to animate one animal, of no more than one hit die, as per the spell Animate Dead. The corpse will follow simple commands, but is typically useful only for menial tasks and utterly useless in combat. After 1 day per level of the caster, the corpse disintegrates, consumed by the necromantic energies flowing through it.
Material components: The corpse to be animated and an onyx gem worth at least 5 gp.

Necromancer’s Touch
Necromancy; Level: Clr 7, Sor/Wiz 8; Components: V, S, M; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 minute/2 levels; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)
You bestow upon the creature touched the ability to animate dead, as per the spell of that name, for a number of times equal to your caster level, for the spell’s duration. When the spell expires, any skeletons or zombies created by spell recipient immediately fall under your control. The limit of undead that you may control increases by 4 HD per level of the spell recipient. Undead created by the spell recipient crumble to dust 24-hours after their creation, at which point the total number of HD of undead that you may control reverts to normal.
Material Components: The hand of a slain necromancer.

Transform Dead
Necromancy [Evil]; Level: Sor/Wiz 6; Components: V, S, M; Casting Time: Whole round; Range: Touch; Target: One zombie; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes
The caster touches a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul.
Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.
Material Components: A bone from a ghoul and a black onyx gem worth at least 100 gp.

Undead Crew
Necromancy; Level: Brd 5, Sor/Wiz 6; Components: V, S, M; Casting Time: 10 minutes; Range: Close (25 ft. + 5 ft./2 levels); Target: One ship; Duration: 1 hour/level. Concentration discharge (D); Saving Throw: None; Spell Resistance: No
This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead will automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew though encouraging singing of sea songs. Up to 5 undead crew men may be summoned per caster level. These crewmen are treated as Medium-sized skeletons with the additional ability of Profession (sailor) +5. These crewmen will not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as Ist-level warriors.
Material Components: The bones or remains of at least 5 drowned men.
 

Voadam

Adventurer
Undefeatable 3: Bards

Undefeatable 3: Bards
Undead: Dance of the Dead feat.

DANCE OF THE DEAD
Your movements and rhythm has the power to enervate all that watch you, including the dead!
Prerequisite: Bard Level 12th
Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.
Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Peroformance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).
 

Voadam

Adventurer
Undefeatable 12: Arcane Archer

Undefeatable 12: Arcane Archer
Skeleton: Necrotic Arrow feat, Arcane Archer level 3
Zombie: Necrotic Arrow feat, Arcane Archer level 5
Ghoul: Necrotic Arrow feat, Arcane Archer level 7
Ghast: Necrotic Arrow feat, Arcane Archer level 9

Necrotic Arrow
Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!
Prerequisite: Arcane Archer Level 3rd
Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.
 

Voadam

Adventurer
Undefeatable 13: Assassin

Undefeatable 13: Assassin
Skeleton: Murderous Necromancy feat.
Zombie: Murderous Necromancy feat.

Murderous Necromancy
Your death attacks cause your victims to become your undead servants.
Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead
Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.
 

Voadam

Adventurer
Undefeatable 20: Shadowdancer

Undefeatable 20: Shadowdancer
Shadow: Spawn of the Shadows feat.

Spawn of the Shadows
You may create ephemeral shadows which do your bidding from those you slay while in the shadows.
Prerequisites: Shadowdancer level 6th
Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.
 

Voadam

Adventurer
Undefeatable: The Collected Feats Sourcebook

Undefeatable: The Collected Feats Sourcebook
Undead: Dance of the Dead feat.
Skeleton: Murderous Necromancy feat.
Necrotic Arrow feat, Arcane Archer level 3
Zombie: Murderous Necromancy feat.
Necrotic Arrow feat, Arcane Archer level 5
Ghoul: Necrotic Arrow feat, Arcane Archer level 7
Ghast: Necrotic Arrow feat, Arcane Archer level 9
Shadow: Spawn of the Shadows feat.

DANCE OF THE DEAD
Your movements and rhythm has the power to enervate all that watch you, including the dead!
Prerequisite: Bard Level 12th
Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.
Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).

Murderous Necromancy
Your death attacks cause your victims to become your undead servants.
Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead
Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.

Necrotic Arrow
Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!
Prerequisite: Arcane Archer Level 3rd
Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.

Spawn of the Shadows
You may create ephemeral shadows which do your bidding from those you slay while in the shadows.
Prerequisites: Shadowdancer level 6th
Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.
 

Voadam

Adventurer
Vathak Terrors: Cured of Ursataur

Vathak Terrors: Cured of Ursataur
Anna's Forgotten: In the hills above Ursatur, a vindari doctor named Anna Schafer worked frantically to find a cure for the Plague of Shadows. From the city’s poorest corphans to members of ancient noble houses, everyone approached Doctor Schafer for treatment. Some blame her for the deaths of many poor bhriota and romni children as she tried experimental treatments, while others choose to focus on the children she saved and believe each time she failed was a personal tragedy.
In either case, hundreds of children under Schafer’s care eventually died either from the Plague of Shadows or from side effects of her treatments. Although the death toll has long haunted the memories of Ina’oth, darker rumors began stirring following Doctor Schafer’s canonization as St. Anna.
Extergeist: During the Plague of Shadows, Inaothians tried many rituals to ward off the disease, but among the most effective was simply staying clean and washing regularly. However, even cleanliness can be dangerous in large amounts and the horrible pressure of the Plague of Shadows was not conducive to measured responses.
Many who died as a result of their own attempts to avoid the plague linger as extergeists, bound to Vathak by their desire to avoid diseases that can no longer take hold in their bodiless forms. Although many extergeists applied questionable tonics or applied harsh alchemical agents to clean themselves, others simply couldn’t bring themselves to eat possibly contaminated food or suffered an accident trying to avoid the infected.
 

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