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<blockquote data-quote="Voadam" data-source="post: 7321505" data-attributes="member: 2209"><p><strong>Class Compendium</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/148348/Class-Compendium?affiliate_id=17596" target="_blank">Class Compendium</a></p><p>Labyrinth Lord</p><p><strong>Skeleton:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. </p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.</p><p><em>Animate Dead</em> spell.</p><p><strong>Wight:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.</p><p><strong>Vampire:</strong> When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain.</p><p><strong>Eidolon:</strong> Not all who are slain find peace. Many cannot release their hold on the mortal life and linger as spirits with unfinished business. Driven to complete these incomplete obligations, they can find no peace until their business is complete. They are the restless spirits bound to the land of the living by a thread of passion. </p><p>All Eidolons are driven to continue their tortured existence by an all consuming passion. This passion must be selected at character creation and cannot be changed. Whether it's a quest for revenge, the desire to recover a long lost artifact or to protect a loved one who still dwells amongst the living – this is the very desire which drives the Eidolon to exist. The exact nature of this passion is up to the player and must be agreed upon by the Labyrinth Lord.</p><p>At the Labyrinth Lord's discretion, player characters who are slain may rise again as 1st level Eidolons. These characters lose all of the previous abilities associated with their class. Former thieves cannot pick pockets and former magic-users cannot cast spells, for example.</p><p>If the Labyrinth Lord offers the option for a slain character to become an Eidolon, that character must first succeed in a Saving Throw vs. Death based upon the level and class had when they were alive. If successful, they rise in 4d6 hours as a 1st level Eidolon. The player of newly reborn Eidolon and the Labyrinth Lord will need to work together to determine the character's Driving Passion. </p><p>Only player characters with a Wisdom of 12 or higher have the option of becoming Eidolons. </p><p></p><p>Animate Dead</p><p>Level: Cultist 3, Metaphysician 3 (Divine) or 5 (Arcane), Thopian Gnome 5, Wild Wizard 5</p><p>Duration: Permanent</p><p>Range: 60'</p><p>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7321505, member: 2209"] [b]Class Compendium[/b] [URL=http://www.drivethrurpg.com/product/148348/Class-Compendium?affiliate_id=17596]Class Compendium[/URL] Labyrinth Lord [b]Skeleton:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [i]Animate Dead[/i] spell. [b]Zombie:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [i]Animate Dead[/i] spell. [b]Wight:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [b]Vampire:[/b] When a death knight reaches 9th level he may invade an existing stronghold or castle and seize control of it by force. If successful, the death knight can use dark magic to raise the now-slain former residents of the stronghold to serve him as undead servants. Most will return as skeletons or zombies in the service of the death knight, though at the Labyrinth Lord's discretion particularly powerful foes may rise as a wight or even a vampire. All of these undead creatures will serve the death knight until they are slain. [b]Eidolon:[/b] Not all who are slain find peace. Many cannot release their hold on the mortal life and linger as spirits with unfinished business. Driven to complete these incomplete obligations, they can find no peace until their business is complete. They are the restless spirits bound to the land of the living by a thread of passion. All Eidolons are driven to continue their tortured existence by an all consuming passion. This passion must be selected at character creation and cannot be changed. Whether it's a quest for revenge, the desire to recover a long lost artifact or to protect a loved one who still dwells amongst the living – this is the very desire which drives the Eidolon to exist. The exact nature of this passion is up to the player and must be agreed upon by the Labyrinth Lord. At the Labyrinth Lord's discretion, player characters who are slain may rise again as 1st level Eidolons. These characters lose all of the previous abilities associated with their class. Former thieves cannot pick pockets and former magic-users cannot cast spells, for example. If the Labyrinth Lord offers the option for a slain character to become an Eidolon, that character must first succeed in a Saving Throw vs. Death based upon the level and class had when they were alive. If successful, they rise in 4d6 hours as a 1st level Eidolon. The player of newly reborn Eidolon and the Labyrinth Lord will need to work together to determine the character's Driving Passion. Only player characters with a Wisdom of 12 or higher have the option of becoming Eidolons. Animate Dead Level: Cultist 3, Metaphysician 3 (Divine) or 5 (Arcane), Thopian Gnome 5, Wild Wizard 5 Duration: Permanent Range: 60' This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them. The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice. A lawful character that casts this spell may draw disfavor from his god. [/QUOTE]
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