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<blockquote data-quote="Voadam" data-source="post: 9417496" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/311902/Apocalypse-the-Risen-Campaign-Setting-PF1e?affiliate_id=17596" target="_blank">Apocalypse the Risen Campaign Setting (PF1e)</a></p><p>Pathfinder 1e</p><p><strong>Undead, Undead Entity, Undead Being, Undead Creature, The Dead, Dead, Living Dead:</strong> ?</p><p><strong>Undead Enemy, Undead Opponent:</strong> ?</p><p><strong>Undead Beast:</strong> ?</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Creature Immune to Supernatural Energy:</strong> ?</p><p><strong>Ghost:</strong> Sometimes when a being dies, instead of coming back as a Risen their soul remains on Earth as a ghost. Ghosts are, in the most literal sense, the soul of a dead being.</p><p>Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen.</p><p><strong>Ghost, Spirit, Tortured Spirit, Soul of a Dead Being, Translucent Barely Visible Wispy Shape, Disembodied Soul of a Dead Person:</strong> ?</p><p><strong>Powerful Ghost:</strong> ?</p><p><strong>Ghost of a Community Leader:</strong> ?</p><p><strong>Ghostly Native American Figure:</strong> ?</p><p><strong>Ghost of a Dead Child:</strong> ?</p><p><strong>Ghostly Rider:</strong> Along the ruined roadways of what was once Arkansas, the clack of horse’s hooves sometimes breaks the quiet of night. Long Before the Rise, a lone rider and his horse were struck and killed by a train. Each night, they now ride together again.</p><p><strong>Ghost of a Fallen Soldier:</strong> ?</p><p><strong>Less Powerful Ghost:</strong> ?</p><p><strong>Ghost Apparition:</strong> “Apparition” is an acquired template that can be added to any creature with the Earth subtype that has a Charisma score of at least 4.</p><p><strong>Ghost Apparition Human Seer 9:</strong> The sample apparition below is that of a human Seer, betrayed by a member of her Darkland Colony as a tribute to a greed demon. The betrayer cut out her heart in order to accept their desired corruption. The apparition now haunts the region looking for her murderer, killing anyone she believes is hiding information of their whereabouts.</p><p><strong>Ghost Apparition, Spirit, Sentient Type of Ghost:</strong> ?</p><p><strong>Ghost Emote:</strong> An emote differs from an apparition as they do not remember their former lives or the circumstances of their death. Instead, a small piece of the being’s soul holds on to an emotion connected with their demise. This emotion, powered by the remnants of the soul, creates the driving force of this ghost. Four types of emotions are known to subsist with emotes, and each may be one of four levels of power.</p><p>A type of ghost formed of fragmented emotion.</p><p><strong>Ghost Emote, Less Powerful Ghost, Ghost Formed of Fragmented Emotion:</strong> ?</p><p><strong>Ghost Lesser Emote:</strong> ?</p><p><strong>Ghost Typical Emote:</strong> ?</p><p><strong>Ghost Major Emote:</strong> ?</p><p><strong>Ghost Greater Emote:</strong> ?</p><p><strong>Ghost Poltergeist:</strong> Poltergeists are ghosts in a loose sense. Instead of the soul of one being, they are actually numerous souls merged together into one spiritual monstrosity.</p><p>Unlike other ghosts, the poltergeist does not start with a base creature but rather by multiple souls merged in agony. A minimum of six souls suffering a connected fate is required for a poltergeist to manifest.</p><p>A type of ghost of consisting of the merged souls of dead beings.</p><p><strong>Ghost Poltergeist, Spiritual Monstrosity, Spirit:</strong> ?</p><p><strong>Ghost Shade:</strong> Shades are manifested spirits of Purgatory hunters charged with retrieving lost souls and guiding the dead to their rightful place.</p><p><strong>Ghost Shade, Manifested Spirit of a Purgatory Hunter, Hunter of Souls:</strong> ?</p><p><strong>Risen, Risen Dead:</strong> Few species throughout the history of the world have held their own dead in such reverence as humankind. Cultures across the world throughout history have been as different as night and day in the treatment of those passed, but one tenet held true over the generations; respect the dead.</p><p>Those passed were put to rest, their memories preserved in whichever way the next of kin saw fit. Services are held. Eulogies read to mourning masses. All steps taken to ensure that the deceased’s legacy lives on through the years to come. Now, humankind’s ceremonious relationship with the dead has been turned against them.</p><p>Risen are a byproduct of the Seals being broken and are now as common in daily life as the sun rising in the morning and setting at night. Risen are the animated corpses of the dead, forced into foul unlife, a plague to humanity in nearly every corner of Earth.</p><p>When a being dies, a lost soul from Purgatory enters the body which becomes a Risen. Millions of buried and entombed dead rose from their graves at the time of the Rise. Since then, newly dead appear to become Risen at the time of their demise.</p><p>Most beings raise as a Hungry Risen, but sometimes unique or sentient Risen form when a being dies. Otherwise, the more a Risen feeds, the closer they get to an evolution of sorts, becoming Famished and later Devourers. Risen that do not feed can waste away, becoming Decayed. Those feeding excessively may become bloated. These creatures can gain mutations and, perhaps worst of all, may carry an infection.</p><p>Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing.</p><p>In an event known as the Rise, demons rose to power and the risen dead crawled from their graves.</p><p>When the Veil tore, Purgatory itself yawned wide. Souls of the past were ripped from their existence in the Grey and found new homes in the bodies of the dead. Corpses awoke from their graves and twisted into reanimation.</p><p><strong>Risen, Most Unnatural Being, Hungry Dead, Monstrosity, Corpse, Animated Corpse, Zombie:</strong> ?</p><p><strong>Risen Colonist:</strong> ?</p><p><strong>Waterlogged Risen:</strong> ?</p><p><strong>Rotting Risen:</strong> ?</p><p><strong>Roaming Risen:</strong> ?</p><p><strong>Vicious Risen:</strong> ?</p><p><strong>Sentient Risen:</strong> ?</p><p><strong>Risen, Unthinking Feeder:</strong> ?</p><p><strong>Unique Risen:</strong> ?</p><p><strong>Hungry Risen:</strong> Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen.</p><p>The Hungry are the base Risen, the entry level of dead walking the Earth. These creatures may be those of the freshly dead or long dead beings who have fed enough to maintain their slow decay.</p><p><strong>Hungry Risen, Base Risen, Entry Level of Dead:</strong> ?</p><p><strong>Bloated Risen:</strong> Risen with this template have consumed more than they could possibly “digest” and are now overflowing with a dangerous biological liquid.</p><p>Those [Risen] feeding excessively may become bloated.</p><p><strong>Decayed Risen:</strong> Risen with this template have not been able to feed for an extended amount of time losing some essence and physical stature.</p><p>Risen that do not feed can waste away, becoming Decayed.</p><p><strong>Infected Risen:</strong> Risen with this template have been infected with a horrible parasite. The parasite is a semi-translucent worm like creature that measures nearly an inch long and eats flesh.</p><p>Grave Worms infection.</p><p><strong>Mutated Risen CR +1:</strong> Risen with this template have spent an extended amount time in Darklands over the course of their undeath.</p><p>These creatures [Risen] can gain mutations.</p><p><strong>Mutated Risen CR +2:</strong> Risen with this template have spent an extended amount time in Darklands and have expanded their eating habits to include mutated animals and sometimes even demons or cryptids.</p><p>These creatures [Risen] can gain mutations.</p><p><strong>Mutated Risen CR +3:</strong> Risen with this template have spent an extended amount time in Darklands and have consumed a significant number of mutated creatures as well as demons or cryptids.</p><p>These creatures [Risen] can gain mutations.</p><p><strong>Depraved Risen:</strong> Depraved are sentient Risen formed when the soul of a wicked human occupies a body and begins their unlife with an immediate and overwhelming hatred of all life. These creatures are truly evil, even more twisted and hateful than before their death. In life they killed many as serial killers, mass murderers, warmongering soldiers, or battle-driven berserkers, becoming marked and tainted by the sheer weight of their murderous deeds.</p><p><strong>Depraved Risen, Sentient Risen, Horrifying Creature:</strong> ?</p><p><strong>Ravenous Riven:</strong> Ravenous are created when a living person is killed by the bite of a Depraved.</p><p>Frighteningly, these horrifying creatures [Depraved Risen] are able to command small numbers of other Risen and can even create a different type of Risen entirely.</p><p>Humanoids with the earth subtype killed by a Depraved rise immediately as Ravenous Risen under the Depraved’s control.</p><p><strong>Devourer Risen:</strong> The Devourer has fed so heavily as to have developed significantly greater tools for hunting and killing.</p><p><strong>Famished Risen:</strong> The Famished are dead that have fed considerably more than an average Hungry Risen. The consumption of the life essence of the living feeds their evolution into a more dangerous Risen.</p><p><strong>Famished Risen, More Dangerous Risen:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Doc Holiday, Spirit:</strong> ?</p><p><strong>Tortured Spirit:</strong> ?</p><p><strong>Animal Skeleton:</strong> <em>Animate Dead Animal</em> spell.</p><p><strong>Animal Zombie:</strong> <em>Animate Dead Animal</em> spell.</p><p></p><p>ANIMATE DEAD ANIMAL</p><p>School Necromancy [tainted]</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Range touch</p><p>Targets one or more corpses touched</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell turns animal corpses into undead skeletons or zombies that obey your spoken commands. Only previously dead animals may be animated in this way.</p><p>The undead can be made to follow you, or they can be made to 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. A destroyed animal skeleton or animal zombie created by this spell can’t be animated again.</p><p>Regardless of the type of animal you animate with this spell, you can’t animate more HD of dead animals than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead animals per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings are destroyed. You choose which creatures are released.</p><p>Animal Skeletons: An animal skeleton can be created from most any complete or nearly complete bone structure or recently deceased animal. Animals in early states of decomposition animated as skeletons will immediately shake loose skin, fur, feathers, or scales.</p><p>Animal Zombies: An animal zombie can be created only from a mostly intact corpse with a nearly complete bone structure that is still early in the decomposition process. The animal must have most of its skin, fur, features, or scales to animate as a zombie.</p><p></p><p>Grave worms (Ex): type Infection (touch or injury); save Fort DC 17; onset 1d8 hours; frequency 1/day for 6 days; effect Special – 1st failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Mild; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). 2nd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Strong; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by minor image and dazzled. 3rd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Sever; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by major image and dazzled. 4th failed save: 1 Int damage and 1 Wis damage; gain the disorder Psychopathy. 5th failed save: 1 Int damage and 1 Wis damage; gain the disorder Amnesia. 6th failed save: Death; rise as a Risen infected with grave worms.</p><p>Cure remove disease caster level check DC 17 or on the 7th day the grave worms emerge as rotflies dealing 1d3 Con damage and fly away; special can be transmitted with the squirt ability and remain effective for the same amount of time.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9417496, member: 2209"] [URL=https://www.drivethrurpg.com/product/311902/Apocalypse-the-Risen-Campaign-Setting-PF1e?affiliate_id=17596]Apocalypse the Risen Campaign Setting (PF1e)[/URL] Pathfinder 1e [b]Undead, Undead Entity, Undead Being, Undead Creature, The Dead, Dead, Living Dead:[/b] ? [b]Undead Enemy, Undead Opponent:[/b] ? [b]Undead Beast:[/b] ? [b]Undead Horror:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Creature Immune to Supernatural Energy:[/b] ? [b]Ghost:[/b] Sometimes when a being dies, instead of coming back as a Risen their soul remains on Earth as a ghost. Ghosts are, in the most literal sense, the soul of a dead being. Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen. [b]Ghost, Spirit, Tortured Spirit, Soul of a Dead Being, Translucent Barely Visible Wispy Shape, Disembodied Soul of a Dead Person:[/b] ? [b]Powerful Ghost:[/b] ? [b]Ghost of a Community Leader:[/b] ? [b]Ghostly Native American Figure:[/b] ? [b]Ghost of a Dead Child:[/b] ? [b]Ghostly Rider:[/b] Along the ruined roadways of what was once Arkansas, the clack of horse’s hooves sometimes breaks the quiet of night. Long Before the Rise, a lone rider and his horse were struck and killed by a train. Each night, they now ride together again. [b]Ghost of a Fallen Soldier:[/b] ? [b]Less Powerful Ghost:[/b] ? [b]Ghost Apparition:[/b] “Apparition” is an acquired template that can be added to any creature with the Earth subtype that has a Charisma score of at least 4. [b]Ghost Apparition Human Seer 9:[/b] The sample apparition below is that of a human Seer, betrayed by a member of her Darkland Colony as a tribute to a greed demon. The betrayer cut out her heart in order to accept their desired corruption. The apparition now haunts the region looking for her murderer, killing anyone she believes is hiding information of their whereabouts. [b]Ghost Apparition, Spirit, Sentient Type of Ghost:[/b] ? [b]Ghost Emote:[/b] An emote differs from an apparition as they do not remember their former lives or the circumstances of their death. Instead, a small piece of the being’s soul holds on to an emotion connected with their demise. This emotion, powered by the remnants of the soul, creates the driving force of this ghost. Four types of emotions are known to subsist with emotes, and each may be one of four levels of power. A type of ghost formed of fragmented emotion. [b]Ghost Emote, Less Powerful Ghost, Ghost Formed of Fragmented Emotion:[/b] ? [b]Ghost Lesser Emote:[/b] ? [b]Ghost Typical Emote:[/b] ? [b]Ghost Major Emote:[/b] ? [b]Ghost Greater Emote:[/b] ? [b]Ghost Poltergeist:[/b] Poltergeists are ghosts in a loose sense. Instead of the soul of one being, they are actually numerous souls merged together into one spiritual monstrosity. Unlike other ghosts, the poltergeist does not start with a base creature but rather by multiple souls merged in agony. A minimum of six souls suffering a connected fate is required for a poltergeist to manifest. A type of ghost of consisting of the merged souls of dead beings. [b]Ghost Poltergeist, Spiritual Monstrosity, Spirit:[/b] ? [b]Ghost Shade:[/b] Shades are manifested spirits of Purgatory hunters charged with retrieving lost souls and guiding the dead to their rightful place. [b]Ghost Shade, Manifested Spirit of a Purgatory Hunter, Hunter of Souls:[/b] ? [b]Risen, Risen Dead:[/b] Few species throughout the history of the world have held their own dead in such reverence as humankind. Cultures across the world throughout history have been as different as night and day in the treatment of those passed, but one tenet held true over the generations; respect the dead. Those passed were put to rest, their memories preserved in whichever way the next of kin saw fit. Services are held. Eulogies read to mourning masses. All steps taken to ensure that the deceased’s legacy lives on through the years to come. Now, humankind’s ceremonious relationship with the dead has been turned against them. Risen are a byproduct of the Seals being broken and are now as common in daily life as the sun rising in the morning and setting at night. Risen are the animated corpses of the dead, forced into foul unlife, a plague to humanity in nearly every corner of Earth. When a being dies, a lost soul from Purgatory enters the body which becomes a Risen. Millions of buried and entombed dead rose from their graves at the time of the Rise. Since then, newly dead appear to become Risen at the time of their demise. Most beings raise as a Hungry Risen, but sometimes unique or sentient Risen form when a being dies. Otherwise, the more a Risen feeds, the closer they get to an evolution of sorts, becoming Famished and later Devourers. Risen that do not feed can waste away, becoming Decayed. Those feeding excessively may become bloated. These creatures can gain mutations and, perhaps worst of all, may carry an infection. Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. In an event known as the Rise, demons rose to power and the risen dead crawled from their graves. When the Veil tore, Purgatory itself yawned wide. Souls of the past were ripped from their existence in the Grey and found new homes in the bodies of the dead. Corpses awoke from their graves and twisted into reanimation. [b]Risen, Most Unnatural Being, Hungry Dead, Monstrosity, Corpse, Animated Corpse, Zombie:[/b] ? [b]Risen Colonist:[/b] ? [b]Waterlogged Risen:[/b] ? [b]Rotting Risen:[/b] ? [b]Roaming Risen:[/b] ? [b]Vicious Risen:[/b] ? [b]Sentient Risen:[/b] ? [b]Risen, Unthinking Feeder:[/b] ? [b]Unique Risen:[/b] ? [b]Hungry Risen:[/b] Any creature with the earth subtype can become a Risen when they die unless certain steps are taken, or certain spells cast. The time it takes for a Risen to form is 1d10 rounds plus 1 round for every HD of the deceased as the soul fights to avoid departing. Except in the case of Wretched Risen, the undead body hosts a different soul from the deceased. Because of this, unless special circumstances result in the being becoming a ghost or their body hosting a Depraved soul, all Risen animate as Hungry Risen. The Hungry are the base Risen, the entry level of dead walking the Earth. These creatures may be those of the freshly dead or long dead beings who have fed enough to maintain their slow decay. [b]Hungry Risen, Base Risen, Entry Level of Dead:[/b] ? [b]Bloated Risen:[/b] Risen with this template have consumed more than they could possibly “digest” and are now overflowing with a dangerous biological liquid. Those [Risen] feeding excessively may become bloated. [b]Decayed Risen:[/b] Risen with this template have not been able to feed for an extended amount of time losing some essence and physical stature. Risen that do not feed can waste away, becoming Decayed. [b]Infected Risen:[/b] Risen with this template have been infected with a horrible parasite. The parasite is a semi-translucent worm like creature that measures nearly an inch long and eats flesh. Grave Worms infection. [b]Mutated Risen CR +1:[/b] Risen with this template have spent an extended amount time in Darklands over the course of their undeath. These creatures [Risen] can gain mutations. [b]Mutated Risen CR +2:[/b] Risen with this template have spent an extended amount time in Darklands and have expanded their eating habits to include mutated animals and sometimes even demons or cryptids. These creatures [Risen] can gain mutations. [b]Mutated Risen CR +3:[/b] Risen with this template have spent an extended amount time in Darklands and have consumed a significant number of mutated creatures as well as demons or cryptids. These creatures [Risen] can gain mutations. [b]Depraved Risen:[/b] Depraved are sentient Risen formed when the soul of a wicked human occupies a body and begins their unlife with an immediate and overwhelming hatred of all life. These creatures are truly evil, even more twisted and hateful than before their death. In life they killed many as serial killers, mass murderers, warmongering soldiers, or battle-driven berserkers, becoming marked and tainted by the sheer weight of their murderous deeds. [b]Depraved Risen, Sentient Risen, Horrifying Creature:[/b] ? [b]Ravenous Riven:[/b] Ravenous are created when a living person is killed by the bite of a Depraved. Frighteningly, these horrifying creatures [Depraved Risen] are able to command small numbers of other Risen and can even create a different type of Risen entirely. Humanoids with the earth subtype killed by a Depraved rise immediately as Ravenous Risen under the Depraved’s control. [b]Devourer Risen:[/b] The Devourer has fed so heavily as to have developed significantly greater tools for hunting and killing. [b]Famished Risen:[/b] The Famished are dead that have fed considerably more than an average Hungry Risen. The consumption of the life essence of the living feeds their evolution into a more dangerous Risen. [b]Famished Risen, More Dangerous Risen:[/b] ? [b]Spirit:[/b] ? [b]Doc Holiday, Spirit:[/b] ? [b]Tortured Spirit:[/b] ? [b]Animal Skeleton:[/b] [i]Animate Dead Animal[/i] spell. [b]Animal Zombie:[/b] [i]Animate Dead Animal[/i] spell. ANIMATE DEAD ANIMAL School Necromancy [tainted] Casting Time 1 standard action Components V, S Range touch Targets one or more corpses touched Duration instantaneous Saving Throw none; Spell Resistance no This spell turns animal corpses into undead skeletons or zombies that obey your spoken commands. Only previously dead animals may be animated in this way. The undead can be made to follow you, or they can be made to 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. A destroyed animal skeleton or animal zombie created by this spell can’t be animated again. Regardless of the type of animal you animate with this spell, you can’t animate more HD of dead animals than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead animals per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings are destroyed. You choose which creatures are released. Animal Skeletons: An animal skeleton can be created from most any complete or nearly complete bone structure or recently deceased animal. Animals in early states of decomposition animated as skeletons will immediately shake loose skin, fur, feathers, or scales. Animal Zombies: An animal zombie can be created only from a mostly intact corpse with a nearly complete bone structure that is still early in the decomposition process. The animal must have most of its skin, fur, features, or scales to animate as a zombie. Grave worms (Ex): type Infection (touch or injury); save Fort DC 17; onset 1d8 hours; frequency 1/day for 6 days; effect Special – 1st failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Mild; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). 2nd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Strong; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by minor image and dazzled. 3rd failed save: 1 Int damage and 1 Wis damage; Hallucination: intensity Sever; active Constant; save Will DC 17 each hour or affected by ghost sounds or silent image during failed hour (GM description). Save DC failed by 10+: Affected by major image and dazzled. 4th failed save: 1 Int damage and 1 Wis damage; gain the disorder Psychopathy. 5th failed save: 1 Int damage and 1 Wis damage; gain the disorder Amnesia. 6th failed save: Death; rise as a Risen infected with grave worms. Cure remove disease caster level check DC 17 or on the 7th day the grave worms emerge as rotflies dealing 1d3 Con damage and fly away; special can be transmitted with the squirt ability and remain effective for the same amount of time. [/QUOTE]
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