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<blockquote data-quote="Voadam" data-source="post: 9551884" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Advanced Gamemaster's Guide</a></p><p>3.5</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Lord:</strong> ?</p><p><strong>Walking Dead:</strong> ?</p><p><strong>Minor Undead:</strong> ?</p><p><strong>Most Powerful Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost Cleric:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mighty Lich, Chief Necromancer:</strong> ?</p><p><strong>Lich Who Was Once a Magician of Life and Love:</strong> ?</p><p><strong>Greater Mummy:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> Major Spectral magic weapon.</p><p><strong>Warrior-Zombie:</strong> For example, a GM might have a series of adventures planned that call for a necromancer to start raising all the bodies from nearby cemeteries to form an army.</p><p><strong>Zombie:</strong> Grave Rot disease.</p><p><strong>Zombie With an Intelligence Score of 2:</strong> Magical locations come in three power levels: minor, moderate, and major. The standard powers of each are listed below, but feel free to grant additional powers to a particular location. For example, a major location of healing might give all who come there an additional save against any disease they suffer from, or a minor site of necromancy might allow the creation of zombies with an Intelligence score of 2.</p><p></p><p>Spectral, Major</p><p>A major spectral weapon is imbued with the powers of undeath and darkness. Any creature struck by a major spectral weapon must make a DC 18 Will save or take energy drain, gaining one negative level. After 24 hours, the creature must make a DC 18 Fortitude save. If the save is successful the negative level goes away; if not, the creature permanently loses one level. A character who takes one more negative level than he has levels or Hit Dice is killed and has a 10% chance to rise immediately as a wraith under the control of the creature wielding the major spectral weapon.</p><p>A ranged weapon with this ability confers it on ammunition fired.</p><p>A creature immune to energy drains is immune to the effects of a major spectral weapon. A creature must save against a major spectral weapon ever time the weapon deals damage to it and can suffer multiple negative levels and multiple lost levels. Each negative level forces its own Fortitude save 24 hours after it is gained.</p><p>A character who loses a level to a major spectral weapon has a scar that never heals and can always feel the wound on the anniversary of its infliction. A spectral weapon cannot also be defending, merciful, or holy.</p><p>Strong necromancy; CL 18th; Craft Magic Arms and Armor, energy drain; Price +5 bonus.</p><p></p><p>Grave rot (Su) Injury 18 6 hours 1d4 Con**</p><p>** A character that dies of grave rot rises as zombie, gaining the zombie template. The character is a carrier of grave rot, and can infect victims it injures.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9551884, member: 2209"] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Advanced Gamemaster's Guide[/URL] 3.5 [b]Undead:[/b] ? [b]Undead Lord:[/b] ? [b]Walking Dead:[/b] ? [b]Minor Undead:[/b] ? [b]Most Powerful Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Banshee:[/b] ? [b]Ghost Cleric:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mighty Lich, Chief Necromancer:[/b] ? [b]Lich Who Was Once a Magician of Life and Love:[/b] ? [b]Greater Mummy:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] Major Spectral magic weapon. [b]Warrior-Zombie:[/b] For example, a GM might have a series of adventures planned that call for a necromancer to start raising all the bodies from nearby cemeteries to form an army. [b]Zombie:[/b] Grave Rot disease. [b]Zombie With an Intelligence Score of 2:[/b] Magical locations come in three power levels: minor, moderate, and major. The standard powers of each are listed below, but feel free to grant additional powers to a particular location. For example, a major location of healing might give all who come there an additional save against any disease they suffer from, or a minor site of necromancy might allow the creation of zombies with an Intelligence score of 2. Spectral, Major A major spectral weapon is imbued with the powers of undeath and darkness. Any creature struck by a major spectral weapon must make a DC 18 Will save or take energy drain, gaining one negative level. After 24 hours, the creature must make a DC 18 Fortitude save. If the save is successful the negative level goes away; if not, the creature permanently loses one level. A character who takes one more negative level than he has levels or Hit Dice is killed and has a 10% chance to rise immediately as a wraith under the control of the creature wielding the major spectral weapon. A ranged weapon with this ability confers it on ammunition fired. A creature immune to energy drains is immune to the effects of a major spectral weapon. A creature must save against a major spectral weapon ever time the weapon deals damage to it and can suffer multiple negative levels and multiple lost levels. Each negative level forces its own Fortitude save 24 hours after it is gained. A character who loses a level to a major spectral weapon has a scar that never heals and can always feel the wound on the anniversary of its infliction. A spectral weapon cannot also be defending, merciful, or holy. Strong necromancy; CL 18th; Craft Magic Arms and Armor, energy drain; Price +5 bonus. Grave rot (Su) Injury 18 6 hours 1d4 Con** ** A character that dies of grave rot rises as zombie, gaining the zombie template. The character is a carrier of grave rot, and can infect victims it injures. [/QUOTE]
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