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<blockquote data-quote="Voadam" data-source="post: 9502280" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/223758/Spheres-of-Might?affiliate_id=17596" target="_blank">Spheres of Might</a></p><p>Pathfinder 1e</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Slave:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Humanoid Zombie:</strong> Technician Mad Scientist Archetype Reanimation power.</p><p>Necrotic Poison Legendary Alchemy Talent.</p><p><strong>Vampire, Monster Who Combines Physical Strength With Magical Support and Unique Abilities:</strong> ?</p><p></p><p>Reanimation: Rather than create a device, the mad scientist may create a humanoid zombie with a number of Hit Dice equal to his technician level. The zombie possesses no proficiencies except its natural weapons, but has an Intelligence of 3 + 1 per 2 technician level the mad scientist possesses, 2 skill points per level (reduced to 1 for lack of Intelligence), and feats and attribute increases as if it were a PC. The zombie does not gain additional Hit Dice for its size, and may spend a feat to lose the staggered condition.</p><p>The zombie begins speaking one language the mad scientist speaks and is loyal to him and obeys all commands, but is more akin to an animal companion than an undead slave; if not treated well (especially as it gains more intelligence), it very well may abandon the mad scientist in pursuit of its own goals.</p><p>The zombie can be made from any humanoid creature, but only if the appropriate corpse can be found, and only if the creature’s racial Hit Dice does not exceed 1 per technician level.</p><p>Prerequisite: A body’s worth of humanoid corpse pieces, with a brain that has been dead for no more than a day.</p><p></p><p>Necrotic Poison (toxin)</p><p>Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks.</p><p>Whenever a creature fails their Fortitude saving throw against this poison, they gain 1 temporary negative level that lasts for 24 hours, making another save at that time or the negative level becomes permanent. Additionally, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another. If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9502280, member: 2209"] [URL=https://www.drivethrurpg.com/product/223758/Spheres-of-Might?affiliate_id=17596]Spheres of Might[/URL] Pathfinder 1e [b]Undead, Undead Creature:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Slave:[/b] ? [b]Mindless Undead:[/b] ? [b]Sentient Undead:[/b] ? [b]Humanoid Zombie:[/b] Technician Mad Scientist Archetype Reanimation power. Necrotic Poison Legendary Alchemy Talent. [b]Vampire, Monster Who Combines Physical Strength With Magical Support and Unique Abilities:[/b] ? Reanimation: Rather than create a device, the mad scientist may create a humanoid zombie with a number of Hit Dice equal to his technician level. The zombie possesses no proficiencies except its natural weapons, but has an Intelligence of 3 + 1 per 2 technician level the mad scientist possesses, 2 skill points per level (reduced to 1 for lack of Intelligence), and feats and attribute increases as if it were a PC. The zombie does not gain additional Hit Dice for its size, and may spend a feat to lose the staggered condition. The zombie begins speaking one language the mad scientist speaks and is loyal to him and obeys all commands, but is more akin to an animal companion than an undead slave; if not treated well (especially as it gains more intelligence), it very well may abandon the mad scientist in pursuit of its own goals. The zombie can be made from any humanoid creature, but only if the appropriate corpse can be found, and only if the creature’s racial Hit Dice does not exceed 1 per technician level. Prerequisite: A body’s worth of humanoid corpse pieces, with a brain that has been dead for no more than a day. Necrotic Poison (toxin) Prerequisites: Alchemy sphere, Craft (alchemy) 10 ranks. Whenever a creature fails their Fortitude saving throw against this poison, they gain 1 temporary negative level that lasts for 24 hours, making another save at that time or the negative level becomes permanent. Additionally, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another. If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect. [/QUOTE]
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